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

Code:
IRQ_Sidqi_plan = {
	name = Iraq Sidqi Plan
	desc = 
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = IRQ_AI_RANDOM_SIDQI
			has_game_rule = {
				rule = IRQ_AI_BEHAVIOR
				option = SIDQI_IRQ
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_iraqs_military_infrastructure IRQ_ensure_sunni_dominance IRQ_party_of_national_brotherhood IRQ_royal_iraqi_army IRQ_bakr_sidqi_coup IRQ_raf_levies_focus IRQ_al_muthanna_club SSB_military_cooperation SSB_economic_cooperation IRQ_suppress_tribal_revolts IRQ_decouple_from_the_pound IRQ_found_the_iraqi_state_railways IRQ_purchase_foreign_equipment IRQ_expand_habbaniya_airbase IRQ_independent_flight_schools IRQ_infantry_focus IRQ_increase_italian_business_relations IRQ_strengthen_the_iraqi_dinar IRQ_heavy_industry_investments IRQ_local_arms_industry IRQ_attempted_assasination_of_sidqi SSB_expand_road_and_rail_connections SSB_coordinate_military_production SSB_joint_military_exercises IRQ_curtail_arabism IRQ_construct_the_kut_barrage IRQ_strengthen_relations_with_iran IRQ_strengthen_relations_with_turkey IRQ_baghdad_colleges_of_engineering_and_education IRQ_finish_the_berlin_baghdad_railway SSB_berlin_baghdad_railway_into_iran_afghanistan SSB_combined_arms SSB_saadabad_research_cooperation IRQ_anti_western_alliance IRQ_found_southern_steel_plants IRQ_modernization IRQ_encourage_federalism IRQ_reapproachment_with_the_tribes IRQ_approach_tribes_for_support IRQ_extensive_irrigation_projects IRQ_rural_electrification IRQ_align_afghanistan_fasc IRQ_strengthen_mesopotamian_farming IRQ_take_advantage_of_british_weakness IRQ_greater_iraq
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: INS_communist_events.8
Constructs: is_triggered_only, add_stability, add_popularity
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.8
	title = INS_communist_events.8.t
	desc = INS_communist_events.8.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_strike
	option = {
		name = INS_communist_events.8.a
		effect_tooltip = {
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			add_stability = -0.05
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_special_fasc_AZR_fasc
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_special_fasc_AZR_fasc = {
	OR = {
		tag = AZR
		original_tag = AZR
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_4_greater_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_4_greater_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.05
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.05
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_why_we_fight
	text = why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = KAL_deterrence
	}
	available = {
		OR = {
			threat = > 0.5
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = KAL_deterrence
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_why_we_fight_I
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Template
Component: CHI_MEC_01
Source: game
File: common/units/names_divisions/CHI_names_divisions.txt

Code:
CHI_MEC_01 = {
	name = Mechanized Unit
	for_countries = {
		CHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		CHI_INF_01
	}
	fallback_name = %d Jixiehua Juntuán
	ordered = {
		500 = {
			200 Jixiehua Bubing Shi
		}
		430 = {
			Xin 30 Jixiehua Bubing Shi
		}
		438 = {
			Xin 38 Jixiehua Bubing Shi
		}
		422 = {
			Xin 22 Jixiehua Bubing Shi
		}
		414 = {
			14 Jixiehua Bubing Shi
		}
		450 = {
			50 Jixiehua Bubing Shi
		}
		403 = {
			3 Jixiehua Bubing Shi
		}
		406 = {
			6 Jixiehua Bubing Shi
		}
		409 = {
			9 Jixiehua Bubing Shi
		}
		436 = {
			36 Jixiehua Bubing Shi
		}
		487 = {
			87 Jixiehua Bubing Shi
		}
		488 = {
			88 Jixiehua Bubing Shi
		}
		402 = {
			2 Jixiehua Bubing Shi
		}
		404 = {
			4 Jixiehua Bubing Shi
		}
		410 = {
			10 Jixiehua Bubing Shi
		}
		411 = {
			11 Jixiehua Bubing Shi
		}
		425 = {
			25 Jixiehua Bubing Shi
		}
		427 = {
			27 Jixiehua Bubing Shi
		}
		457 = {
			57 Jixiehua Bubing Shi
		}
		467 = {
			67 Jixiehua Bubing Shi
		}
		480 = {
			80 Jixiehua Bubing Shi
		}
		483 = {
			83 Jixiehua Bubing Shi
		}
		489 = {
			89 Jixiehua Bubing Shi
		}
		5 = {
			%d Jixiehua Juntuán
		}
		1 = {
			%d Jixiehua Juntuán
		}
		2 = {
			%d Jixiehua Juntuán
		}
		3 = {
			%d Jixiehua Juntuán
		}
		4 = {
			%d Jixiehua Juntuán
		}
		9 = {
			%d Jixiehua Juntuán
		}
		12 = {
			%d Jixiehua Juntuán
		}
		13 = {
			%d Jixiehua Juntuán
		}
		14 = {
			%d Jixiehua Juntuán
		}
		17 = {
			%d Jixiehua Juntuán
		}
		18 = {
			%d Jixiehua Juntuán
		}
		6 = {
			%d Jixiehua Juntuán
		}
		7 = {
			%d Jixiehua Juntuán
		}
		8 = {
			%d Jixiehua Juntuán
		}
		10 = {
			%d Jixiehua Juntuán
		}
		15 = {
			%d Jixiehua Juntuán
		}
		16 = {
			%d Jixiehua Juntuán
		}
		19 = {
			%d Jixiehua Juntuán
		}
		20 = {
			%d Jixiehua Juntuán
		}
		11 = {
			%d Jixiehua Juntuán
		}
	}
}
### Entity: Idea
Component: SPR_Recruitment_Fascist
Constructs: has_government
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_Recruitment_Fascist = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = SPR
		has_government = fascism
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.05
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_renegotiate_the_unequal_treaties
Constructs: shared_focus, prerequisite, remove_ideas, completion_reward, is_subject, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_renegotiate_the_unequal_treaties
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = CHI_modern_logistics CHI_combined_arms_warfare CHI_naval_aviation
	}
	x = 0
	y = 1
	relative_position_id = CHI_modern_logistics
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		}
	}
	available = {
		is_subject = no
	}
	bypass = {
		NOT = {
			has_idea = CHI_nine_power_treaty
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = CHI_nine_power_treaty
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_build_mechanical_factory
Constructs: prerequisite, limit, completion_reward, has_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_build_mechanical_factory
	icon = GFX_goal_generic_construct_mil_factory
	x = -2
	y = 1
	cost = 5
	relative_position_id = MON_end_reliance_on_animal_husbandry
	prerequisite = {
		focus = MON_pastures_into_farms MON_end_reliance_on_animal_husbandry
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		random_owned_controlled_state = {
			prioritize = {
				819
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_root_out_the_iron_wolf
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity, disable_iron_wolf_tt
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_root_out_the_iron_wolf
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = LIT_exile_voldemares
	}
	x = 0
	y = 1
	relative_position_id = LIT_exile_voldemares
	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_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		LIT_remove_iron_wolf_effect = yes
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		custom_effect_tooltip = disable_iron_wolf_tt
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_estado_moderno
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_on_continent, retire_country_leader, add_country_leader_role
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_estado_moderno
	icon = GFX_focus_BRA_estado_moderno
	prerequisite = {
		focus = BRA_work_with_the_integralists
	} {
		focus = BRA_cohen_plan
	}
	mutually_exclusive = {
		focus = BRA_estado_novo
	}
	x = 0
	y = 2
	relative_position_id = BRA_work_with_the_integralists
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_estado_moderno_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					any_owned_state = {
						OR = {
							is_on_continent = south_america north_america
						}
					}
				}
				news_event = {
					id = south_american_news.51
					hours = 1
				}
			}
			retire_country_leader = yes
			BRA_getulio_vargas = {
				add_country_leader_role = {
					country_leader = {
						ideology = fascism_ideology
						expire = 1965.1.1.1
						traits = {

						}
					}
				}
				promote_leader = yes
			}
		} {
			retire_country_leader = yes
		}
		set_politics = {
			ruling_party = fascism
			last_election = 1934.3.26
			election_frequency = 48
			elections_allowed = no
		}
		remove_dynamic_modifier = {
			modifier = BRA_aftermath_of_the_coup
		}
		add_dynamic_modifier = {
			modifier = BRA_estado_moderno_modifier
		}
	}
}
### Entity: Idea
Component: CZE_hidden_branna_moc_ns
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_hidden_branna_moc_ns = {
	name = CZE_czechoslovak_army_modifier
	removal_cost = -1
	picture = CZE_army_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		armor = 0.1
	}
}
### Entity: Country History
Country: CAN
Component: CAN_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/CAN - Canada.txt

Code:
# Politics & Parties for CAN
set_stability = 0.8 0.75
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1935.10.14
	election_frequency = 60
	elections_allowed = yes
}
set_popularities = {
	democratic = 98
	fascism = 1
	communism = 1
}
### Entity: Idea
Component: r56_generic_international_brigades_idea
Constructs: has_war, removal_cost, communism_drift
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_international_brigades_idea = {
	picture = workers_brigades
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 50
		communism_drift = 0.02
		communism_acceptance = 15
		army_morale_factor = 0.03
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_balanced_budget
Constructs: completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_balanced_budget
	icon = GFX_goal_generic_consumer_goods
	mutually_exclusive = {
		focus = HUN_economic_intervention
	}
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Event
Component: WW_hungary.46
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus, unlock_decision_tooltip
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.46
	title = WW_hungary.46.t
	desc = WW_hungary.46.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.46.a
		ai_chance = {
			factor = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		unlock_decision_tooltip = HUN_place_wied_on_the_albanian_throne
	}
}
### Entity: Idea
Component: AST_commonwealth_aircraft_corporation_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_commonwealth_aircraft_corporation_organization_idea = {
	name = AST_commonwealth_aircraft_corporation_organization
	picture = com_aircraft_corporation
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: samoa.6
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, fire_only_once, random_hours, random_days, has_opinion
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa.6
	title = samoa.6.t
	desc = samoa.6.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = samoa.6.a
		636 = {
			transfer_state_to = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.1
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 50
				has_opinion = {
					target = ROOT
					value = > 45
				}
			}
		}
	} {
		name = samoa.6.b
		636 = {
			add_claim_by = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.2
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = rejected_demands
			}
		}
		ai_chance = {
			base = 45
			modifier = {
				factor = -45
				OR = {
					has_opinion = {
						target = ROOT
						value = < 10
					}
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: POR_peace_with_the_salazaristas_idea2
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_peace_with_the_salazaristas_idea2 = {
	name = POR_brawling_in_urban_centers
	picture = SPR_political_violence
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.1
		fascism_drift = 0.01
		army_leader_start_logistics_level = 1
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_motorization_effort
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = SER_army_maneuvers
	}
	bypass = {
		has_tech = motorised_infantry
	}
	relative_position_id = SER_army_maneuvers
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: EYE_swiss.13
Constructs: is_triggered_only, add_offsite_building, swap_ideas, remove_idea, add_idea
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.13
	title = EYE_swiss.13.t
	desc = EYE_swiss.13.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = EYE_swiss.13.a
		add_offsite_building = {
			type = industrial_complex
			level = -1
		}
		swap_ideas = {
			remove_idea = SWI_banking
			add_idea = SWI_temp_banking
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_international_brigades
Constructs: prerequisite, has_war, has_government, completion_reward, has_civil_war, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_international_brigades
	icon = GFX_focus_ITA_corpo_volontari_della_liberta
	prerequisite = {
		focus = AFG_socialist_coup AFG_parliamentary_democracy
	}
	x = 3
	y = 1
	relative_position_id = AFG_socialist_coup
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_civil_war = yes
			has_war = yes
		} {
			has_government = communism democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_communist_international_brigades
			days = 730
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: KEN_acr
Source: game
File: common/characters/KEN.txt

Code:
KEN_acr = {
	advisor = {
		slot = air_chief
		idea_token = KEN_acr
		allowed = {
			original_tag = KEN
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: HOL_pieter_sjoerds_gerbrandy
Source: game
File: common/characters/HOL.txt

Code:
HOL_pieter_sjoerds_gerbrandy = {
	name = HOL_pieter_sjoerds_gerbrandy
	country_leader = {
		expire = 1965.1.1
		ideology = conservatism
		traits = {
			little_churchill
		}
	}
	portraits = {
		civilian = {
			large = GFX_portrait_HOL_pieter_sjoerds_gerbrandy
		}
	}
}
### Entity: Shared Focus
Component: GUAY_mobalize_the_economy
Constructs: shared_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, has_idea, random_core_state
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_mobalize_the_economy
	icon = GFX_focus_DEN_heavy_regulations
	x = 0
	y = 1
	relative_position_id = GUAY_a_domestic_arms_factory
	prerequisite = {
		focus = GUAY_a_domestic_arms_factory
	}
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				OR = {
					has_idea = low_economic_mobilisation civilian_economy
				}
			}
			add_ideas = partial_economic_mobilisation
		}
		else_if = {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			add_ideas = war_economy
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: State History
Component: 183
Constructs: add_core_of
Source: game
File: history/states/183-Cyprus.txt

Code:
state = {
	id = 183
	name = STATE_183
	manpower = 347959
	state_category = rural
	resources = {
		chromium = 3
	}
	history = {
		owner = ENG
		add_core_of = CYP
		victory_points = {
			11984 5
		} {
			7193 3
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			7193 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		7193 11984
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_Antwerp_Oil_Industry
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_Antwerp_Oil_Industry
	icon = GFX_goal_generic_oil_refinery
	relative_position_id = BEL_urban_projects_capital2
	x = 0
	y = 1
	prerequisite = {
		focus = BEL_urban_projects_capital2
	}
	available = {
		6 = {
			is_owned_and_controlled_by = ROOT
		}
		has_tech = synth_oil_experiments
	}
	cost = 10
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Modding Documentation
Construct: drop_cosmetic_tag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## drop_cosmetic_tag
* Arguments: <country tag>

Drops 'cosmetic tag' for a specified country
### Entity: National Focus
Tree: xic_focus
Component: XIC_anti_japanese_national_salvation_agreement
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward, has_border_war_with, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_anti_japanese_national_salvation_agreement
	icon = GFX_focus_AST_war_japan
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		base = 20
	}
	prerequisite = {
		focus = XIC_the_fushi_conference
	}
	relative_position_id = XIC_the_fushi_conference
	available = {
		PRC = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				has_border_war_with = ROOT
			}
		}
	}
	bypass = {

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

	}
	completion_reward = {
		PRC = {
			country_event = {
				id = SEA_warlords.53
				hours = 4
			}
			effect_tooltip = {
				PRC = {
					add_equipment_to_stockpile = {
						type = infantry_equipment
						amount = 1000
						producer = ROOT
					}
					add_timed_idea = {
						idea = XIC_inlux_of_funds_for_the_communists_idea
						days = 84
					}
				}
			}
		}
	}
}
### Entity: Character
Component: GXC_heng_lo
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_heng_lo = {
	name = GXC_heng_lo
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = GXC_heng_lo
		ledger = navy
		allowed = {
			original_tag = GXC
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Order of Battle
Component: air_wing_166
Source: game
File: history/units/SPA_1939_air_legacy.txt

Code:
air_wings = {
	166 = {
		fighter_equipment_0 = {
			owner = SPR
			amount = 64
		}
	}
}
### Entity: Technology
Component: sp_improved_repair_ship
Constructs: allow_branch, has_dlc, is_special_project_completed, enable_equipments, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = No Compromise, No Surrender
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_support_ships
		}
	}
	enable_equipments = {
		repair_ship_2
	}
	is_special_project_tech = yes
	xp_research_type = navy
	xp_boost_cost = 75
	xp_research_bonus = 1
	research_cost = 2
	start_year = 1942
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 17
		}
	}
	categories = {
		naval_equipment tp_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}