Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_commit_to_democratic_election
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_popularity, has_country_leader, swap_ruler_traits
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_commit_to_democratic_election
	prerequisite = {
		focus = PRU_prolong_benavides_presidency
	}
	icon = GFX_goal_generic_peaceful_diplomacy
	mutually_exclusive = {
		focus = PRU_select_a_successor_for_benavides
	}
	x = -1
	y = 1
	relative_position_id = PRU_prolong_benavides_presidency
	cost = 10
	available = {
		has_country_flag = PRU_benavides_democracy
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_ideas = PRU_democratic_promises
		add_popularity = {
			ideology = neutrality
			popularity = 0.07
		}
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = PRU_oscar_benavides
				}
			}
			swap_ruler_traits = {
				remove = nationalistic_tendencies
				add = r56_promised_democracy
			}
		}
		set_country_flag = PRU_promise_democratic_election
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ARG_disrupt_bolivar_no_lar
Constructs: encryption_factor, decryption_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_disrupt_bolivar_no_lar = {
	picture = ARG_disrupt_bolivar
	allowed = {
		original_tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption = 2
		encryption_factor = 0.25
		decryption_factor = 0.25
	}
}
### Entity: Scripted Trigger
Component: has_unsupported_economic_law
Constructs: has_completed_focus, limit, has_unsupported_economic_law, has_idea, has_war_support
Source: game
File: common/scripted_triggers/laws_war_support.txt

Code:
has_unsupported_economic_law = {
	if = {
		limit = {
			has_idea = low_economic_mobilisation
			hidden_trigger = {
				NOT = {
					original_tag = SWE
					has_completed_focus = SWE_totalforsvar
				}
			}
		}
		has_idea = low_economic_mobilisation
		has_war_support = < 0.15
	}
	else_if = {
		limit = {
			has_idea = partial_economic_mobilisation
			hidden_trigger = {
				NOT = {
					original_tag = SWE
					has_completed_focus = SWE_totalforsvar
				}
			}
		}
		has_idea = partial_economic_mobilisation
		has_war_support = < 0.25
	} {
		limit = {
			has_idea = war_economy
			hidden_trigger = {
				NOT = {
					original_tag = SWE
					has_completed_focus = SWE_totalforsvar
				}
			}
		}
		has_idea = war_economy
		has_war_support = < 0.5
	} {
		limit = {
			has_idea = tot_economic_mobilisation
			hidden_trigger = {
				NOT = {
					original_tag = SWE
					has_completed_focus = SWE_totalforsvar
				}
			}
		}
		has_idea = tot_economic_mobilisation
		has_war_support = < 0.8
	} {
		limit = {
			has_idea = totaler_krieg_economy
		}
		has_idea = totaler_krieg_economy
		has_war_support = < 0.8
	}
	else = {
		always = no
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_law_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_law_university
	icon = GFX_focus_research
	prerequisite = {
		focus = MAN_tsr_collective_farms MAN_tsr_mukden_military_academy MAN_tsr_expand_the_textile_industry
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_collective_farms
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_artillery_modernization
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_artillery_modernization
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = LAT_general_modernization_plan
	}
	relative_position_id = LAT_general_modernization_plan
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = LAT_artillery_modernization
			bonus = 0.75
			uses = 1
			category = artillery
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = CHL_skip_one_line_tt available_mio_tt
			show_mio_tooltip = ENG_royal_arsenal_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: FAR_edward_mitens
Source: game
File: common/characters/FAR.txt

Code:
FAR_edward_mitens = {
	name = Edward Mitens
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_edward_mitens
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			lawyer
		}
	}
}
### Entity: Character
Component: CAN_first_nations_council
Source: game
File: common/characters/CAN.txt

Code:
CAN_first_nations_council = {
	name = CAN_first_nations_council
	portraits = {
		civilian = {
			large = GFX_portrait_first_nations_canada_council
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_send_air_force_cadets_abroad_r56
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_send_air_force_cadets_abroad_r56
	prerequisite = {
		focus = SIA_separate_the_royal_aeronautical_service_r56
	}
	icon = GFX_goal_GER_restore_weimar
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = 0
	y = 2
	relative_position_id = SIA_separate_the_royal_aeronautical_service_r56
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SIA_separate_the_royal_aeronautical_service_r56
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_foreign_air_mission_r56
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_devise_cunning_plans
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_historical_focus_on, allow_branch, has_dlc
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_devise_cunning_plans
	icon = GFX_focus_SWI_embrace_rote_drei
	cost = 10
	prerequisite = {
		focus = SCO_demand_the_stone_of_scone
	}
	x = 1
	y = 1
	relative_position_id = SCO_demand_the_stone_of_scone
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0.5
		}
	}
	allow_branch = {
		has_country_flag = SCO_intelligence_agency_cunning_plan
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = SCO_cunning_plans
		}
		upgrade_intelligence_agency = upgrade_commando_training
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_iranian_nuclear_program
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_iranian_nuclear_program
	icon = GFX_focus_generic_nuclear_development
	prerequisite = {
		focus = PER_comintern_research_collaboration
	}
	x = 0
	y = 1
	relative_position_id = PER_comintern_research_collaboration
	cost = 10
	available = {

	}
	bypass = {

	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_iranian_nuclear_program
			bonus = 1.0
			uses = 1
			category = nuclear
		} {
			name = PER_iranian_nuclear_program
			bonus = 1.0
			uses = 1
			category = rocketry
		} {
			name = PER_iranian_nuclear_program
			bonus = 0.5
			uses = 2
			category = electronics
		}
	}
}
### Entity: Scripted Trigger
Component: INS_is_volksaad_active_AVAILABLE
Constructs: has_completed_focus, has_idea
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_is_volksaad_active_AVAILABLE = {
	OR = {
		has_idea = idea_INS_volksraad
		has_completed_focus = INSHOL_volksraad_compromises
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_reform_the_constitution
Constructs: prerequisite, completion_reward, add_popularity, unlock_decision_category_tooltip
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_reform_the_constitution
	prerequisite = {
		focus = PRU_select_montagne_as_successor PRU_revolutionary_goverment
	}
	icon = GFX_goal_generic_deadly_treaty
	x = 0
	y = 2
	relative_position_id = PRU_select_a_successor_for_benavides
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		unlock_decision_category_tooltip = PRU_reforms_in_the_constitution
		country_event = {
			hours = 5
			id = peru.61
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_introduce_national_service
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_introduce_national_service
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = AFG_visit_foreign_capitals
	}
	x = -1
	y = 1
	relative_position_id = AFG_visit_foreign_capitals
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_completed_focus = AFG_maintain_quami AFG_adopt_nufus
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_nufus_modifier
				}
			}
			custom_effect_tooltip = AFG_nufus_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AFG_quami_intro_tt
		}
		add_to_variable = {
			AFG_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: SOV_the_eyes_fear_units
Constructs: division_template, limit, set_temp_variable, check_variable, random_state, is_owned_by, has_state_flag, create_unit
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_the_eyes_fear_units = {
	hidden_effect = {
		delete_unit_template_and_units = {
			division_template = Ruki
			disband = yes
		}
	}
	division_template = {
		name = Ruki
		division_names_group = SOV_INF_03
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			} {
				x = 1
				y = 0
			} {
				x = 1
				y = 1
			} {
				x = 1
				y = 2
			}
		}
	}
	set_temp_variable = {
		temp_units_siberia_index = 0
	} {
		temp_units_ukraine_index = 0
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				temp_units_siberia_index = < 8
			}
		}
		random_state = {
			limit = {
				OR = {
					is_owned_by = SOS SOV
				} {
					region = 149 256 257 258 259 260 151 261 262
				}
				NOT = {
					has_state_flag = SOV_ruki_flag
				}
			}
			create_unit = {
				division = division_template = "Ruki" start_experience_factor = 0.2
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
			add_to_temp_variable = {
				temp_units_siberia_index = 1
			}
			set_state_flag = SOV_ruki_flag
		}
	} {
		limit = {
			check_variable = {
				temp_units_ukraine_index = < 4
			}
		}
		random_state = {
			limit = {
				OR = {
					is_owned_by = SOS SOV
				} {
					region = 130 135
				}
				NOT = {
					has_state_flag = SOV_ruki_flag
				}
			}
			create_unit = {
				division = division_template = "Ruki" start_experience_factor = 0.2
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
			add_to_temp_variable = {
				temp_units_ukraine_index = 1
			}
			set_state_flag = SOV_ruki_flag
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_oranje_boven
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_oranje_boven
	available = {
		NOT = {
			has_completed_focus = HOL_curtail_colonial_autonomy
		}
	}
	prerequisite = {
		focus = HOL_maintain_trade_neutrality
	}
	mutually_exclusive = {
		focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
	}
	icon = GFX_focus_hol_oranje_boven
	x = 2
	y = 1
	relative_position_id = HOL_maintain_trade_neutrality
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 200
			HOL_check_plan_alternate_monarchist = yes
		}
	}
	completion_reward = {
		add_ideas = HOL_oranje_boven_1
	}
}
### Entity: Idea
Component: idea_SIA_thai_irredentism
Constructs: war_support_factor, removal_cost, fascism_drift, annex_cost_factor, send_volunteers_tension, send_volunteer_size
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_thai_irredentism = {
	picture = generic_fascism_drift_bonus
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		fascism_drift = 0.02
		generate_wargoal_tension = -0.75
		justify_war_goal_time = -0.25
		annex_cost_factor = -0.15
		send_volunteers_tension = -1
		send_volunteer_size = 2
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_develop_airforce
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_develop_airforce
	icon = GFX_goal_ETH_coa_air_force
	prerequisite = {
		focus = ETH_airbase_somalia
	} {
		focus = ETH_airbase_eritea
	}
	x = 23
	y = 2
	cost = 10
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: SOV_convoy_hungry
Constructs: has_equipment
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_convoy_hungry = {
	enable = {
		date = > 1940.1.1
		has_equipment = {
			convoy = < 500
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = convoy
		value = 40
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_finish_the_berlin_baghdad_railway
Constructs: prerequisite, limit, has_war_with, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_building_construction, build_railway
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_finish_the_berlin_baghdad_railway
	icon = GFX_focus_IRQ_train
	prerequisite = {
		focus = IRQ_found_the_iraqi_state_railways
	}
	x = 0
	y = 1
	relative_position_id = IRQ_found_the_iraqi_state_railways
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		291 = {
			is_fully_controlled_by = ROOT
		}
		1010 = {
			is_fully_controlled_by = ROOT
		}
		676 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				1010 = {
					infrastructure = < 5
				}
			}
			1010 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				1010 = {
					12413 = {
						supply_node = < 1
					}
				}
			}
			1010 = {
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 12413
				}
			}
		} {
			limit = {
				677 = {
					OWNER = {
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			build_railway = {
				level = 1
				path = {
					10106 10804 1549 1578 1634 1606 7671 12473
				}
				start_province = 10106
				target_province = 12473
			}
		}
		build_railway = {
			level = 1
			path = {
				3795 12413
			}
			start_province = 3795
			target_province = 12413
		} {
			level = 1
			path = {
				3795 8123 3916
			}
			start_province = 3795
			target_province = 3916
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IRQ_agrarian_society_modifier_level_down = yes
	}
}
### Entity: Order of Battle
Component: 23. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 23. SS-Sturmbrigade
	location = 9294
	division_template = SS-Sturmbrigade
}
### Entity: Idea
Component: EAI_DD_20/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: HUN_BC_IMPERIAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_BC_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_BC
	for_countries = {
		AUS CZE CRO HUN
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = SMS 
	fallback_name = Csatacirkáló %d
	unique = {
		Tegetthoff Mars Viribus Unitis Prinz Eugen Szent István Erzherzog Kaiser König Monarch Wien Budapest Zrinyi Radetzky Habsburg Árpád Babenberg Erzherzog Karl Erzherzog Friedrich Erzherzog Franz Ferdinand
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_democratic_promise
Constructs: has_government, has_country_flag, completion_reward, allow_branch, is_subject
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_democratic_promise
	icon = GFX_goal_generic_election
	mutually_exclusive = {
		focus = PER_falsify_elections
	}
	x = -4
	y = 0
	relative_position_id = PER_falsify_elections
	cost = 4
	allow_branch = {
		has_country_flag = yalta_unlock_focuses
	}
	available = {
		is_subject = no
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		hold_election = ROOT
	}
}
### Entity: Scripted Effect
Component: ITA_anglo_italian_cooperation_effect
Constructs: limit, add_opinion_modifier, has_tech_sharing_feature, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_anglo_italian_cooperation_effect = {
	ENG = {
		add_opinion_modifier = {
			target = ITA
			modifier = ITA_military_cooperation_acceptance
		}
	}
	ITA = {
		add_opinion_modifier = {
			target = ENG
			modifier = ITA_military_cooperation_acceptance
		}
	}
	if = {
		limit = {
			has_tech_sharing_feature = yes
		}
		ENG = {
			add_to_tech_sharing_group = ITA_anglo_italian_tech_sharing
			add_tech_bonus = {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = air_equipment
			} {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = naval_equipment
			}
		}
		ITA = {
			add_to_tech_sharing_group = ITA_anglo_italian_tech_sharing
			add_tech_bonus = {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = air_equipment
			} {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = naval_equipment
			}
		}
	}
	else = {
		ENG = {
			add_tech_bonus = {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = air_equipment
			} {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = naval_equipment
			}
		}
		ITA = {
			add_tech_bonus = {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = air_equipment
			} {
				name = ITA_anglo_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = naval_equipment
			}
		}
	}
}
### Entity: Modifier Reference
Component: SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_airforce_ccp_2d_sov_compatibility
	air_accidents_factor = SOV_soviet_airforce_air_accidents_factor
	air_ace_generation_chance_factor = SOV_soviet_airforce_air_ace_generation_chance_factor
	air_night_penalty = SOV_soviet_airforce_air_night_penalty
	air_weather_penalty = SOV_soviet_airforce_air_weather_penalty
	air_wing_xp_loss_when_killed_factor = SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor
	air_mission_xp_gain_factor = SOV_soviet_airforce_air_mission_xp_gain_factor
	air_training_xp_gain_factor = SOV_soviet_airforce_air_training_xp_gain_factor
	custom_modifier_tooltip = SOV_soviet_airforce_aircraft_production_focus_tt
	aircraft_manufacturer_cost_factor = SOV_soviet_airforce_aircraft_manufacturer_cost_factor
	air_range_factor = SOV_soviet_airforce_air_range_factor
	air_fuel_consumption_factor = SOV_soviet_airforce_air_fuel_consumption_factor
	air_agility_factor = SOV_soviet_airforce_air_agility_factor
	air_strategic_bomber_night_penalty = SOV_soviet_airforce_air_strategic_bomber_night_penalty
	air_cas_present_factor = SOV_soviet_airforce_air_cas_present_factor
	strategic_bomb_visibility = SOV_soviet_airforce_strategic_bomb_visibility
	air_mission_efficiency = SOV_soviet_airforce_air_mission_efficiency
	air_nav_efficiency = SOV_soviet_airforce_air_nav_efficiency
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_war_of_national_liberation
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, has_defensive_war, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_war_of_national_liberation
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = CHI_war_of_resistance
	}
	x = 0
	y = 1
	relative_position_id = CHI_war_of_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_army_corruption_2
		}
		has_defensive_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = CHI_war_of_resistance
			}
			swap_ideas = {
				remove_idea = CHI_war_of_resistance
				add_idea = CHI_war_of_resistance_2
			}
			else = {
				add_ideas = CHI_war_of_national_liberation
			}
		}
	}
}
### Entity: Idea
Component: MEX_idea_unpopular_restoration
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_idea_unpopular_restoration = {
	picture = SPA_carlism
	allowed = {
		original_tag = MEX
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		stability_weekly = -0.003
	}
}
### Entity: Scripted Trigger
Component: EAI_asian_minor
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_asian_minor = {
	OR = {
		original_tag = CHI SHX PRC XSM GXC YUN SIA PHI
	}
}
### Entity: Effect Reference
Construct: set_state_owner
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_state_owner

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set owner for state
```
### Entity: Event
Component: quebec_fascism.4
Constructs: is_triggered_only, add_state_core
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_fascism.4
	title = quebec_fascism.4.t
	desc = quebec_fascism.4.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = quebec_fascism.4.a
		BCO = {
			transfer_state = 386 385
			add_state_core = 386 385
		}
		ACN = {
			transfer_state = 463
			add_state_core = 463
		}
	} {
		name = quebec_fascism.4.b
	}
}