Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_a_truly_united_front
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_a_truly_united_front
	icon = GFX_focus_chi_united_front
	prerequisite = {
		focus = PRC_soviet_technological_cooperation
	}
	mutually_exclusive = {
		focus = PRC_part_of_the_comintern
	}
	x = 3
	y = 1
	relative_position_id = PRC_soviet_technological_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = CHI
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_a_truly_united_front_tt
		divide_variable = {
			PRC_28_bolshevik_decisions_cost = 2
		}
	}
}
### Entity: Character
Component: HYD_acr
Source: game
File: common/characters/HYD.txt

Code:
HYD_acr = {
	name = HYD_norman_macmillan
	advisor = {
		slot = air_chief
		idea_token = HYD_norman_macmillan
		allowed = {
			original_tag = HYD
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Effect Reference
Construct: add_state_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_state_modifier

* Supported Scopes: STATE
* Supported Targets: none

```
Adds a modifier to the state
Example: add_state_modifier = { modifier = { local_non_core_manpower = 0.2 } }
```
### Entity: Character
Component: JAP_osamu_shimomura
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_osamu_shimomura = {
	name = JAP_osamu_shimomura
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_osamu_shimomura_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_osamu_shimomura
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_a_red_sun_rises_for_a_new_era JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			has_completed_focus = JAP_launch_the_income_doubling_plan
		}
		traits = {
			liberal_economist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: SLO_vojtech_tuka
Constructs: has_government, has_country_flag, has_dlc, is_country_leader, is_subject_of
Source: game
File: common/characters/SLO.txt

Code:
SLO_vojtech_tuka = {
	name = CZE_vojtech_tuka
	portraits = {
		civilian = {
			large = GFX_portrait_SLO_vojtech_tuka
			small = GFX_portrait_SLO_vojtech_tuka_small
		}
	}
	country_leader = {
		ideology = gen_nazism
		expire = 1965.1.1
		id = -1
		traits = {
			SLO_head_of_the_radical_wing
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SLO_vojtech_tuka
		allowed = {
			original_tag = SLO
			has_dlc = Peace For Our Time
		}
		available = {
			is_country_leader = no
			has_government = fascism
			NOT = {
				is_subject_of = CZE
			}
		}
		ai_will_do = {
			factor = 10
		}
		visible = {
			NOT = {
				is_subject_of = CZE
			}
		}
		traits = {
			SLO_head_of_the_radical_wing
		}
	}
	field_marshal = {
		traits = {
			old_guard politically_connected harsh_leader militias_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_country_flag = SLO_revenge_of_the_radical_wing_flag
		}
	}
}
### Entity: Character
Component: CHI_supreme_leader_of_all_china
Constructs: army_attack_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
CHI_supreme_leader_of_all_china = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	fascism_drift = 0.01
	army_attack_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Define
Component: NDefines.NTrade
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NTrade = {
DISTANCE_TRADE_FACTOR = -0.02
RELATION_TRADE_FACTOR = 1
ALLOW_TRADE_CUT_OFF = 0
MONTH_TRADE_FACTOR = 2
MAX_MONTH_TRADE_FACTOR = 50
BASE_TRADE_FACTOR = 150
PUPPET_MASTER_TRADE_FACTOR = 400
PUPPET_TRADE_FACTOR = 0
BASE_LAND_TRADE_RANGE = 1000
PARTY_SUPPORT_TRADE_FACTOR = 50
ANTI_MONOPOLY_TRADE_FACTOR_THRESHOLD = 0.5
ANTI_MONOPOLY_TRADE_FACTOR = -100
NAVAL_ROUTE_ACCESS_AVOID_COST_MULT = 1
}
### Entity: Event
Component: AUS_political_events.69
Constructs: ai_chance, has_war_with, has_country_flag, fire_only_once, is_in_faction, is_in_faction_with, is_subject_of, is_subject
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.69
	title = AUS_political_events.69.t
	desc = AUS_political_events.69.desc
	picture = GFX_report_event_generic_sign_treaty1
	trigger = {
		original_tag = AUS
		has_country_flag = AUS_antischluss_active_flag
		NOT = {
			GER = {
				has_country_flag = AUS_anschluss_process_has_begun_flag
			}
		}
		OR = {
			AND = {
				is_in_faction = yes
				NOT = {
					is_in_faction_with = GER
				}
				any_other_country = {
					is_in_faction_with = ROOT
					NOT = {
						is_subject_of = ROOT
					}
				}
			} {
				is_subject = yes
				NOT = {
					is_subject_of = GER
				}
			}
			has_war_with = GER
			GER = {
				exists = no
			}
		}
	}
	fire_only_once = yes
	option = {
		name = AUS_political_events.69.a
		ai_chance = {
			base = 10
		}
		trigger = {
			AUS = {
				is_subject = yes
			}
		}
		clr_country_flag = AUS_antischluss_active_flag
		custom_effect_tooltip = AUS_political_events.69.a_tt generic_skip_one_line_tt
		set_can_be_fired_in_advisor_role = {
			character = AUS_arthur_seyss-inquart
			slot = political_advisor
			value = yes
		}
	} {
		name = AUS_political_events.69.b
		ai_chance = {
			base = 10
		}
		trigger = {
			AUS = {
				is_in_faction = yes
			}
		}
		clr_country_flag = AUS_antischluss_active_flag
		custom_effect_tooltip = AUS_political_events.69.a_tt generic_skip_one_line_tt
		set_can_be_fired_in_advisor_role = {
			character = AUS_arthur_seyss-inquart
			slot = political_advisor
			value = yes
		}
	}
}
### Entity: Event
Component: axis_minors_ruthenia.7
Constructs: is_triggered_only, ai_chance, add_political_power, add_core_of, annex_country
Source: game
File: events/r56_ruthenia.txt

Code:
country_event = {
	id = axis_minors_ruthenia.7
	title = axis_minors_ruthenia.7.t
	desc = axis_minors_ruthenia.7.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = axis_minors_ruthenia.7.a
		ai_chance = {
			base = 100
		}
		73 = {
			add_core_of = UKR
		}
		ROOT = {
			annex_country = {
				target = RUT
				transfer_troops = yes
			}
		}
	} {
		name = axis_minors_ruthenia.7.b
		ai_chance = {
			base = 0
		}
		add_political_power = 10
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_air_defense
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_air_defense
	icon = GFX_focus_generic_air_defense
	relative_position_id = SMB_army
	prerequisite = {
		focus = SMB_army
	} {
		focus = SMB_air_force
	}
	x = 4
	y = 1
	offset = {
		x = 2
		y = 0
		trigger = {
			tag = BRA
		}
	}
	cost = 5
	available = {
		any_country = {
			NOT = {
				tag = ROOT
			}
			has_completed_focus = SMB_establish_aircraft_industry
		}
	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_production_speed_anti_air_building_factor = 0.15
				tooltip = production_speed_anti_air_building_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_production_speed_anti_air_building_factor = 0.15
				tooltip = production_speed_anti_air_building_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_production_speed_anti_air_building_factor = 0.15
				tooltip = production_speed_anti_air_building_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_production_speed_anti_air_building_factor = 0.15
				tooltip = production_speed_anti_air_building_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_production_speed_anti_air_building_factor = 0.15
				tooltip = production_speed_anti_air_building_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_production_speed_anti_air_building_factor = 0.15
				tooltip = production_speed_anti_air_building_factor_tt
			}
		}
		add_ideas = JUNO_hidden_aa_production_ns_2
	}
}
### Entity: Decision
Component: ENG_homeland_defense_decision_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/ENG_decision_categories.txt

Code:
ENG_homeland_defense_decision_cat = {
	icon = GFX_decision_category_generic_fortification
	picture = GFX_decision_cat_picture_concessions_to_the_trade_unions
	priority = 100
	allowed = {
		original_tag = ENG
	}
	visible = {
		has_completed_focus = ENG_home_defence
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_abuna
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_abuna
	icon = GFX_focus_ETH_the_abuna
	prerequisite = {
		focus = ETH_boarding_the_train ETH_the_emperor_stays
	}
	x = -3
	y = 1
	relative_position_id = ETH_boarding_the_train
	cost = 5
	available = {

	}
	ai_will_do = {
		base = 2
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ETH_abuna_qerellos_iv
	}
}
### Entity: Character
Component: COG_joris_six
Constructs: has_completed_focus, has_idea
Source: game
File: common/characters/COG.txt

Code:
COG_joris_six = {
	name = COG_joris_six
	portraits = {
		civilian = {
			small = GFX_portrait_COG_joris_six_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_joris_six
		allowed = {
			original_tag = COG
		}
		available = {
			has_completed_focus = COG_uplift_the_apostolic_vicar_of_leopoldville
			NOT = {
				has_idea = COG_simon_kimbangu
			}
		}
		traits = {
			apostolic_vicar_of_leopoldville
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: south_american_news.2
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.2
	title = south_american_news.2.t
	desc = south_american_news.2.d
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.2.a
		trigger = {
			NOT = {
				TAG = URG
			}
		}
	} {
		name = south_american_news.2.b
		trigger = {
			TAG = URG
		}
	}
}
### Entity: Scripted Effect
Component: ENG_request_trade_union_support_cost_level_down
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
ENG_request_trade_union_support_cost_level_down = {
	if = {
		limit = {
			NOT = {
				check_variable = {
					ENG_trade_unions_support_shared = > 0
				}
			} {
				check_variable = {
					ENG_trade_unions_support_shared = < 0
				}
			}
		}
		set_variable = {
			var = ENG_trade_unions_support_shared
			value = 0
		}
	} {
		limit = {
			check_variable = {
				ENG_trade_unions_support_shared = < -40
			}
		}
		set_variable = {
			var = ENG_trade_unions_support_shared
			value = -40
		}
	}
	add_to_variable = {
		var = ENG_trade_unions_support_shared
		value = -10
	} {
		var = ENG_trade_unions_support_50_cost
		value = ENG_trade_unions_support_shared
	} {
		var = ENG_trade_unions_support_75_cost
		value = ENG_trade_unions_support_shared
	}
	set_variable = {
		var = ENG_trade_unions_support_50_cost
		value = 50
	} {
		var = ENG_trade_unions_support_75_cost
		value = 75
	}
	custom_effect_tooltip = ENG_request_trade_union_support_cost_level_down_tt
}
### Entity: Idea
Component: CZE_broken_shield
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_broken_shield = {
	picture = generic_fortify_the_borders
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		land_bunker_effectiveness_factor = -0.25
		production_speed_bunker_factor = -0.25
	}
	research_bonus = {
		cat_fortification = -0.25
	}
}
### Entity: Idea
Component: PAL_united_arab_dinar
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_united_arab_dinar = {
	picture = generic_economic_increase
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Event
Component: siam.25
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_civil_war, has_country_leader, set_country_flag, add_country_leader_role
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.25
	title = siam.25.t
	desc = siam.25.desc
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		original_tag = SIA
		NOT = {
			has_country_flag = prajadhipok_has_died
		}
		date = > 1941.05.29
		has_civil_war = no
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = siam.25.a
		trigger = {
			has_country_leader = {
				ruling_only = yes
				character = SIA_prajadhipok
			}
		}
		set_country_flag = prajadhipok_has_died
		kill_country_leader = yes
		if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = SIA_the_regency_of_boworadet
					} {
						has_completed_focus = SIA_the_regency_of_songsuradet
					} {
						has_completed_focus = SIA_the_regency_of_rangsit
					}
				}
			}
			SIA_rambai_barni = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							SIA_queen_consort
						}
						id = -1
					}
				}
			}
		}
	} {
		name = siam.25.a
		trigger = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = SIA_prajadhipok
				}
			}
		}
		set_country_flag = prajadhipok_has_died
	}
}
### Entity: AI Strategy
Component: SAF_alternate_communist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/SAF_alternate_strategy_plan.txt

Code:
SAF_alternate_communist = {
	name = South African communist plan
	desc = 
	allowed = {
		original_tag = SAF
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			has_country_flag = SAF_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = SAF_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SAF_south_african_railways SAF_expand_the_mining_industry SAF_heavy_engineering SAF_infrastructure_effort SAF_armament_effort SAF_south_african_steel SAF_expand_the_rand_mines SAF_fund_the_university_of_south_africa SAF_seaward_defence_force SAF_pretoria_arms SAF_abandon_westminster SAF_empower_the_workers SAF_support_spain SAF_special_service_battalion SAF_improve_the_three_oh_three SAF__south_african_military_college SAF_repeal_the_native_representation_act SAF_commit_to_the_five_year_plan SAF_equal_opportunity_employment SAF_improve_the_hawker_hartbees SAF_war_measures_act SAF_burn_the_kings_portraits SAF_anti_colonialist_crusade SAF_expand_the_south_african_artillery SAF_mechanization_effort SAF_demand_madagascar SAF_Union_of_the_African_People SAF_equipment_effort SAF_liberate_portugese SAF_emergency_workers SAF_cape_garrison_artillery SAF_liberate_belgian SAF_perfect_the_cab_rank_technique SAF_secure_the_cape_sea_route SAF_q_services_corps SAF_reconstitute_the_cape_corps SAF_disrupt_the_trade SAF_expand_the_simons_town_base SAF_armor_effort SAF_sa_engineer_corps SAF_anti_submarine_tactics SAF_strengthen_the_cape_garrison_artillery SAF_desert_air_force SAF_retain_experienced_pilots SAF_expand_the_cape_corps SAF_south_african_special_forces SAF_establish_the_atomics_energy_board
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Technology
Component: support_weapons3
Constructs: has_war, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	field_guns = {
		defense = 0.1
		soft_attack = 0.1
	}
	fire_support = {
		defense = 0.15
		breakthrough = 0.15
		soft_attack = 0.1
	}
	mot_fire_support = {
		defense = 0.15
		breakthrough = 0.05
		soft_attack = 0.1
	}
	path = {
		leads_to_tech = support_weapons4
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1940
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1940
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1940.1.6
		} {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 2
			date = > 1943.1.1
		} {
			has_war = yes
			factor = 2
		}
	}
}
### Entity: Trigger Reference
Construct: has_navy_experience
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_navy_experience

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Compares current country's navy experience with right side value.
 has_navy_experience < <value>
```
### Entity: State History
Component: 991
Constructs: add_core_of
Source: game
File: history/states/991-Gwalior.txt

Code:
state = {
	id = 991
	name = STATE_991
	provinces = {
		1949 2036 10807
	}
	state_category = rural
	manpower = 3523000
	history = {
		owner = RAJ
		add_core_of = CIP
		buildings = {
			infrastructure = 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: BEL_cog_diamond_investment_into_construction
Source: game
File: common/ideas/belgium.txt

Code:
BEL_cog_diamond_investment_into_construction = {
	allowed = {
		original_tag = BEL
	}
	picture = ARG_civilian_economy_boost
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_free_hospitals
Constructs: prerequisite, add_war_support, completion_reward, has_idea, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_free_hospitals
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = CHI_sea_new_life_movement
	} {
		focus = CHI_sea_unemployment_assistance
	}
	x = 0
	y = 4
	relative_position_id = CHI_sea_welfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Idea
Component: EAI_DD_1/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_historical_focus_list_POR = {
	ai_national_focuses = {

	}
}
### Entity: Character
Component: MLD_ar
Source: game
File: common/characters/MLD.txt

Code:
MLD_ar = {
	advisor = {
		slot = high_command
		idea_token = MLD_ar
		ledger = army
		allowed = {
			original_tag = MLD
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: Idea
Component: JAP_yen_bloc_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_yen_bloc_idea = {
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_infrastructure_factor = 0.05
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Idea
Component: h_very_high_budget
Constructs: political_power_gain, removal_cost, conscription_factor
Source: game
File: common/ideas/t_modern_health.txt

Code:
h_very_high_budget = {
	level = 5
	cost = 10
	removal_cost = -1
	picture = h_very_high
	modifier = {
		political_power_gain = -0.4
		monthly_population = 1
		offensive_war_stability_factor = 0.15
		defensive_war_stability_factor = 0.15
		army_morale_factor = 0.05
		consumer_goods_factor = 0.02
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_womens_aizsargi
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_womens_aizsargi
	icon = GFX_focus_generic_women_in_military
	prerequisite = {
		focus = LAT_aizsargi
	}
	x = -1
	y = 1
	relative_position_id = LAT_aizsargi
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LAT_paramilitary_idea_1
			add_idea = LAT_paramilitary_idea_2
		}
	}
}
### Entity: Faction
Component: faction_goal_the_two_seas
Constructs: has_completed_focus, has_naval_control, complete_effect, add_faction_power_projection, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_the_two_seas = {
	name = the_two_seas_goal_name
	description = the_two_seas_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	visible = {
		FROM = {
			original_tag = POL
		}
	}
	completed = {
		has_naval_control = 206 279 9 30
		OR = {
			807 = {
				naval_base = > 7
				is_controlled_by_ROOT_or_ally = yes
			}
			85 = {
				naval_base = > 7
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 50
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER
		add_faction_initiative = 1
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			OR = {
				has_completed_focus = POL_the_between_the_seas_concept POL_sea_to_sea
			}
		}
	}
}
### Entity: Character
Component: AST_percival_mcneil
Source: game
File: common/characters/AST.txt

Code:
AST_percival_mcneil = {
	name = AST_percival_mcneil
	portraits = {
		army = {
			small = GFX_portrait_AST_percival_mcneil_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = AST_percival_mcneil
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_naval_engineer
		}
		cost = 100
		ai_will_do = {
			factor = 2
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_legacy_of_mindaugas
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_legacy_of_mindaugas
	icon = GFX_goal_LIT_mindaugas_legacy
	relative_position_id = LIT_royal_legacy
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_royal_legacy
	}
	mutually_exclusive = {
		focus = LIT_gediminas_heritage
	} {
		focus = LIT_cult_of_vytautas_the_great
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {

	}
}