Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.2
Constructs: is_triggered_only, ai_chance, set_variable, set_country_flag, has_tech
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.2
	title = bftb_bulgaria_equipment_purchases.2.t
	desc = bftb_bulgaria_equipment_purchases.2.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_equipment_purchases.2.a
		ai_chance = {
			base = 15
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = motorized_equipment
					ratio = < 0.76
				}
			}
		}
		set_variable = {
			BUL_vehicle_type = token:motorized_equipment
		}
		var:BUL_military_vehicles_seller = {
			set_country_flag = BUL_producing_motorized_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.2.a_tt
	} {
		name = bftb_bulgaria_equipment_purchases.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = mechanized_equipment
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_military_vehicles_seller = {
				has_tech = mechanised_infantry
			}
		}
		set_variable = {
			BUL_vehicle_type = token:mechanized_equipment
		}
		var:BUL_military_vehicles_seller = {
			set_country_flag = BUL_producing_mechanized_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.2.b_tt
	} {
		name = bftb_bulgaria_equipment_purchases.2.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = armored_car_equipment
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_military_vehicles_seller = {
				has_tech = armored_car1
			}
		}
		set_variable = {
			BUL_vehicle_type = token:armored_car_equipment
		}
		var:BUL_military_vehicles_seller = {
			set_country_flag = BUL_producing_armored_car_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.2.c_tt
	}
}
### Entity: Event
Component: albania.11
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, add_popularity
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.11
	title = albania.11.t
	desc = albania.11.d
	fire_only_once = yes
	is_triggered_only = yes
	picture = GFX_report_event_bul_muraviev_protest
	option = {
		name = albania.11.a
		add_popularity = {
			ideology = communism
			popularity = 0.35
		}
		add_stability = -0.05
		add_war_support = -0.15
	}
}
### Entity: Scripted Effect
Component: den_election_socialdemocratic_popularity
Constructs: limit, has_country_flag, add_popularity
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_election_socialdemocratic_popularity = {
	if = {
		limit = {
			has_country_flag = socialdemokratiet_dominating
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
	}
	else = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.03
		}
	}
}
### Entity: Idea
Component: BEL_laboratoire_aerotechnique_de_belgique
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_laboratoire_aerotechnique_de_belgique = {
	name = BEL_laboratoire_aerotechnique_de_belgique_organization
	picture = generic_helicopter_1
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		support_tech = 0.05
		air_equipment = 0.05
	}
	traits = {
		helicopter_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AUpdate.html

Doc:
Example

```
{{Update}}
```

Will display this:

|
Template:Update may need to be updated. Please update this article to reflect recent events or newly available information, and remove this template when finished. Please see the talk page for more information. |
### Entity: AI Strategy
Component: r56_com_hate_anti_com_FRA
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_FRA = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		FRA = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = FRA
		value = -800
	} {
		type = support
		id = FRA
		value = -25
	} {
		type = befriend
		id = FRA
		value = -25
	} {
		type = alliance
		id = FRA
		value = -75
	}
}
### Entity: Character
Component: JUNO_agricultural_national_socialist
Constructs: neutrality_drift, fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_agricultural_national_socialist = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	trade_laws_cost_factor = -0.5
	economy_cost_factor = -0.5
	neutrality_drift = 0.02
	fascism_drift = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Trigger
Component: GER_is_RK_south_urals_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RK_south_urals_state = {
	OR = {
		state = 401 251 652 582 651 249 256 833 399
	}
}
### Entity: Shared Focus
Tree: usc_focus
Component: USC_UNIFIED_domestic_steel_production
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_central_america_shared.txt

Code:
shared_focus = {
	id = USC_UNIFIED_domestic_steel_production
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = USC_UNIFIED_connect_the_cities
	}
	text_icon = NORDIC_focus_style
	cost = 10
	relative_position_id = USC_UNIFIED_connect_the_cities
	x = -1
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = steel_production_1
				}
			}
			set_technology = {
				steel_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = construction_tech_bonus
					bonus = 1
					uses = 1
					category = steel_tech
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_integration_of_puppet_economies
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, unlock_decision_category_explained
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_integration_of_puppet_economies
	icon = GFX_focus_GER_integration_of_puppet_economies
	prerequisite = {
		focus = GER_plenipotentiary_of_the_four_year_plan
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_plenipotentiary_of_the_four_year_plan
	cost = @inner_circle_time_tier_3
	available = {
		if = {
			limit = {
				has_country_flag = GER_integration_of_puppet_economies_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_3
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_hermann_goring
					FLAG_DAYS = [?GER_integration_of_puppet_economies_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_hermann_goring
					FOCUS = GER_ascension_of_goring
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = unlock_decision_category_explained
			CATEGORY = GER_integration_of_puppet_economies_dec_cat
			DESC = GER_integration_of_puppet_economies_decisions_tt
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_reject_saltsjobaden
Constructs: prerequisite, add_war_support, add_stability, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_reject_saltsjobaden
	icon = GFX_focus_renounce_the_treaty_of_trianon
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_paid_holidays SWE_privately_managed_holidays
	}
	relative_position_id = SWE_privately_managed_holidays
	mutually_exclusive = {
		focus = SWE_saltsjobaden_agreement
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = -0.06
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: GER_one_more_member_increase_rnd_program_strength
Constructs: limit, add_to_variable, check_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_one_more_member_increase_rnd_program_strength = {
	add_to_variable = {
		GER_rnd_programs_modifier_allies_count = 1
	}
	IF = {
		limit = {
			check_variable = {
				var = GER_rnd_programs_modifier_allies_count
				value = 10
				compare = less_than
			}
		}
		add_to_variable = {
			GER_rnd_programs_modifier_research_speed_factor = 0.01
		}
	}
}
### Entity: Character
Component: COS_otto_cortes_fernandez
Source: game
File: common/characters/COS.txt

Code:
COS_otto_cortes_fernandez = {
	advisor = {
		slot = political_advisor
		idea_token = COS_otto_cortes_fernandez
		allowed = {
			original_tag = COS
		}
		traits = {
			silent_workhorse
		}
	}
	name = Otto Cortes Fernandez
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Event
Component: france.26
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_in_faction_with, has_guaranteed, give_guarantee, is_in_faction
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.26
	title = france.26.t
	desc = france.26.d
	picture = GFX_report_event_generic_croatia_handshake
	is_triggered_only = yes
	option = {
		name = france.26.a
		ai_chance = {
			factor = 90
			modifier = {
				factor = 0
				is_in_faction_with = GER
			}
		}
		if = {
			limit = {
				NOT = {
					has_guaranteed = YUG
				}
			}
			give_guarantee = YUG
		} {
			limit = {
				is_in_faction = no
			}
			ENG = {
				add_to_faction = FRA
			}
			FRA = {
				add_ai_strategy = {
					type = alliance
					id = ENG
					value = 200
				}
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = condemn_aggression
		}
		YUG = {
			country_event = {
				id = yugoslavia.3
				days = 1
			}
			add_opinion_modifier = {
				target = FRA
				modifier = offered_support
			}
		}
		GER = {
			country_event = {
				id = germany.93
				hours = 6
			}
			effect_tooltip = {
				create_wargoal = {
					type = take_state_focus
					target = YUG
					generator = {
						102 853
					}
				}
			}
		}
	} {
		name = france.26.b
		trigger = {
			NOT = {
				is_in_faction_with = ENG
			}
		}
		ai_chance = {
			factor = 10
		}
		set_global_flag = FRA_abandoned_yugoslavia
		if = {
			limit = {
				has_guaranteed = YUG
			}
			diplomatic_relation = {
				country = YUG
				relation = guarantee
				active = no
			}
		}
		YUG = {
			country_event = {
				id = yugoslavia.3
				hours = 6
			}
			add_opinion_modifier = {
				target = FRA
				modifier = western_betrayal
			}
		}
	}
}
### Entity: Character
Component: victory_through_airpower
Source: game
File: common/country_leader/00_traits.txt

Code:
victory_through_airpower = {
	sprite = 14
	new_strategic_destruction_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_national_cooperatives
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_national_cooperatives
	icon = GFX_goal_generic_national_unity
	x = 1
	y = 1
	relative_position_id = JAP_the_uno_school_of_economics
	prerequisite = {
		focus = JAP_the_uno_school_of_economics
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				532 531 282 529 528
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				532 531 282 529 528
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Modifier Reference
Component: r56_local_development
Constructs: is_subject_of
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_local_development = {
	enable = {
		THIS = {
			controller = {
				OR = {
					original_tag = MON
					is_subject_of = MON
				}
			}
		}
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	local_resources = 0.1
	state_production_speed_buildings_factor = 0.15
}
### Entity: State History
Component: 236
Constructs: add_core_of
Source: game
File: history/states/236-Astrakhan.txt

Code:
state = {
	id = 236
	name = STATE_236
	manpower = 647208
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			9753 3
		}
		buildings = {
			infrastructure = 2
			air_base = 1
		}
		add_core_of = SOV
	}
	provinces = {
		618 757 3435 3461 3487 6486 6516 6620 9440 9455 9592 9753 11429 11579 11736
	}
	local_supplies = 0.0
}
### Entity: Event
Component: libya.9
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.9
	title = libya.9.t
	desc = libya.9.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = libya.9.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Shared Focus
Tree: syr_focus
Component: SYR_UNIFIED_pan_arab_cooperation
Constructs: shared_focus, prerequisite, limit, add_ideas, add_war_support, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_levant_shared.txt

Code:
shared_focus = {
	id = SYR_UNIFIED_pan_arab_cooperation
	icon = GFX_focus_IRQ_rally_the_arab_world
	cost = 10
	prerequisite = {
		focus = SYR_UNIFIED_improve_local_infrastructure
	}
	relative_position_id = SYR_UNIFIED_improve_local_infrastructure
	x = 0
	y = 2
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	allow_branch = {

	}
	completion_reward = {
		if = {
			limit = {
				has_global_flag = irq_dlc_focus_tree
				tag = IRQ
			}
			add_stability = 0.1
			add_war_support = 0.05
		}
		else = {
			add_ideas = IRQ_rally_the_arab_world_idea
		}
	}
}
### Entity: State History
Component: 824
Constructs: add_core_of
Source: game
File: history/states/824 - Yamalia.txt

Code:
state = {
	id = 824
	name = STATE_824
	manpower = 21974
	state_category = pastoral
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAM
	}
	provinces = {
		96 1729 1757 3415 4761 7809 10536 10564 12517 12545
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_new_oil_law
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_new_oil_law
	prerequisite = {
		focus = PRU_ochenio_de_Odria
	}
	icon = GFX_focus_generic_offshore_oil_rig
	x = -1
	y = 1
	relative_position_id = PRU_ochenio_de_Odria
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.1
		random_owned_controlled_state = {
			prioritize = {
				494
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = fuel_silo
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: TMS_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = TMS
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Construct: refit_ic_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## refit_ic_cost

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: DEN_danish_produce_export_ns_improved
Constructs: limit, has_war_with, removal_cost, is_subject, is_subject_of
Source: game
File: common/ideas/denmark.txt

Code:
DEN_danish_produce_export_ns_improved = {
	name = DEN_danish_produce
	removal_cost = -1
	picture = DEN_danish_produce
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = DEN
			DEN = {
				is_subject = yes
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				OR = {
					AND = {
						DEN = {
							is_subject = yes
							NOT = {
								is_subject_of = ROOT
							}
						}
					}
					DEN = {
						has_war_with = ROOT
					}
				}
			}
			DEN = {
				country_event = {
					id = denmark_trade_deal.8
					hours = 3
				}
			}
			country_event = {
				id = denmark_trade_deal.8
				hours = 6
			}
		}
	}
	modifier = {
		attrition = -0.025
		supply_consumption_factor = -0.1
		supply_combat_penalties_on_core_factor = -0.1
		out_of_supply_factor = -0.1
		supply_node_range = 0.1
		consumer_goods_factor = 0.15
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PAR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PAR
		}
		requested_factories = 1
		progress = 0.73
		efficiency = 100
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_search_allies
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_subject, is_faction_leader
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_search_allies
	icon = GFX_allies
	prerequisite = {
		focus = KOR_apply_democratic_program
	}
	mutually_exclusive = {
		focus = KOR_semi_isolation KOR_keep_ties_with_the_KMT
	}
	relative_position_id = KOR_apply_democratic_program
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		is_in_faction = yes
	}
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		get_best_alliance_match_democratic_effect = yes
		var:best_leader = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_mitsumasa_yonai_focus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_country_leader, add_country_leader_role
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_mitsumasa_yonai_focus
	icon = GFX_focus_JAP_mitsumasa_yonais_premiership
	mutually_exclusive = {
		focus = JAP_abe_isoo_focus JAP_machida_chuuji_focus JAP_tokugawa_iesato_focus JAP_ichiro_hatoyama_focus
	}
	x = 2
	y = 1
	relative_position_id = JAP_minpon_shugi
	prerequisite = {
		focus = JAP_minpon_shugi
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_mitsumasa_yonai
					}
				}
			}
			add_country_leader_role = {
				character = JAP_mitsumasa_yonai
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1989.1.1.1
					traits = {
						JAP_moderate_navy_leader
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_mech_effort
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_mech_effort
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = HON_tank_effort
	}
	x = 44
	y = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = motorised_infantry
			}
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			uses = 2
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: SOV_diplomacy_balkan_decision_category
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_diplomacy_balkan_decision_category = {
	priority = 24
	icon = generic_foreign_policy
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_claim_on_bessarabia
		any_country = {
			BUL_is_balkan_nation = yes
			exists = yes
		}
		is_subject = no
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HON_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = HON
		}
		requested_factories = 1
		progress = 0.79
		efficiency = 100
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_25
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_25 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 125
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 115
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}