Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Autonomous State
Component: autonomy_state
Constructs: limit, has_government, is_puppet, conscription_factor, has_dlc
Source: game
File: common/autonomous_states/reichsprotectorate.txt

Code:
autonomy_state = {
	id = autonomy_reichsprotectorate
	default = yes
	is_puppet = yes
	min_freedom_level = 0.5
	manpower_influence = 0.7
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.7
		can_master_build_for_us = 1
		conscription_factor = -0.25
		extra_trade_to_overlord_factor = 0.6
		overlord_trade_cost_factor = -0.6
		cic_to_overlord_factor = 0.25
		license_subject_master_purchase_cost = -1
		autonomy_gain_global_factor = -0.3
		peace_score_ratio_transferred_to_overlord = 0.05
		lend_lease_tension_with_overlord = -0.3
		faction_influence_contribution_factor = -0.25
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 1.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		has_dlc = Death or Dishonor
		OVERLORD = {
			has_government = fascism
		}
		if = {
			limit = {
				has_dlc = Waking the Tiger
			}
			NOT = {
				OVERLORD = {
					original_tag = JAP
				}
			} {
				OVERLORD = {
					original_tag = MAN
				}
			}
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			NOT = {
				AND = {
					OVERLORD = {
						has_government = fascism
					} {
						tag = CHI
					}
				} {
					OVERLORD = {
						has_government = neutrality
					} {
						tag = CHI
					}
				}
			}
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: Character
Component: triumphant_revolutionary_LaR
Source: game
File: common/country_leader/r56_traits.txt

Code:
triumphant_revolutionary_LaR = {
	random = no
	justify_war_goal_time = 0.15
	intel_network_gain = 0.3
	intel_from_operatives_factor = 0.3
	drift_defence_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: iceland_events.26
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.26
	title = iceland_events.26.t
	desc = {
		text = iceland_events.26.desc
	}
	picture = GFX_report_event_tur_industry
	is_triggered_only = yes
	option = {
		name = iceland_events.26.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
	}
}
### Entity: Shared Focus
Component: GUAY_cooperation_in_the_americas
Constructs: shared_focus, prerequisite, limit, completion_reward, add_political_power, every_other_country, is_on_continent
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_cooperation_in_the_americas
	icon = GFX_focus_generic_league_of_nations
	prerequisite = {
		focus = GUAY_nationalize_foreign_owned_companies
	}
	x = -3
	y = 1
	relative_position_id = GUAY_nationalize_foreign_owned_companies
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 100
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
			}
			country_event = {
				id = JUNO_brazil_events.14
				hours = 1
			}
			event_option_tooltip = JUNO_brazil_events.14.a
		}
	}
}
### Entity: Idea
Component: HOL_shell_shocked_spectator_5
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shell_shocked_spectator_5 = {
	picture = hol_shell_shocked_spectator
	name = HOL_shell_shocked_spectator
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.25
		industrial_capacity_factory = -0.25
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_state_research_funding
Constructs: prerequisite, completion_reward, has_idea, add_research_slot
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_state_research_funding
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = AST_abolition_of_private_property
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_abolition_of_private_property
	x = -4
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_fate_of_the_imperial_family
Constructs: prerequisite, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_fate_of_the_imperial_family
	icon = GFX_goal_tfv_burn_the_royal_portraits
	prerequisite = {
		focus = JAP_cast_the_die
	}
	x = -2
	y = 1
	relative_position_id = JAP_cast_the_die
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_civil_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = wtt_japan.31
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_protect_trade
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_protect_trade
	icon = GFX_goal_free_trade
	prerequisite = {
		focus = EST_estonianization
	} {
		focus = EST_baltic_entente
	}
	relative_position_id = EST_estonianization
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_protect_trade
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 2. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 2. SS-Sturmbrigade
	location = 9666
	division_template = SS-Sturmbrigade
}
### Entity: Idea
Component: AFG_tournament_of_shadows_cooperative_idea
Constructs: has_war_with, has_capitulated, is_ally_with
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_tournament_of_shadows_cooperative_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		AFG = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	targeted_modifier = {
		tag = AFG
		generate_wargoal_tension_against = 0.1
		trade_cost_for_target_factor = -0.05
	}
}
### Entity: Effect Reference
Construct: add_to_temp_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_to_temp_variable

* Supported Scopes: any
* Supported Targets: none

Adds a value, a variable, or a [math expression](script_math_expression.md) to a temp variable.
### Entity: National Focus
Tree: fra_focus
Component: FRA_retribution_for_sedan
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_retribution_for_sedan
	icon = GFX_focus_attack_germany
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_avenge_waterloo
	}
	relative_position_id = FRA_avenge_waterloo
	cost = 10
	will_lead_to_war_with = GER
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			has_war_with = GER
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = GER
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_big_business_pact
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_big_business_pact
	icon = GFX_focus_RAJ_just_good_business
	prerequisite = {
		focus = AST_australia_first_party_focus
	}
	relative_position_id = AST_australia_first_party_focus
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = AST_big_business_pact_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: PHI_compania_maritima_de_cebu_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus, equipment_bonus, is_hired_as_advisor
Source: game
File: common/military_industrial_organization/organizations/PHI_organization.txt

Code:
PHI_compania_maritima_de_cebu_organization = {
	name = PHI_compania_maritima_de_cebu
	include = generic_escort_ship_organization
	icon = GFX_idea_PHI_compania_maritima
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PHI
	}
	available = {

	}
	equipment_type = {
		screen_ship convoy_1
	}
	trait = {
		token = generic_mio_trait_submarine_hunters
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_high_speed_mine_hunting_equipment
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_advanced_hydrodynamic_design
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_fleet_escorts
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_anti_air_ships
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_escort_in_force
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_anti_air_layout
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_gyro_stabilized_mounts
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_improved_anti_air_gun_mounting
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_mass_production
		limit_to_equipment_type = {
			screen_ship
		}
	} {
		token = generic_mio_trait_improved_light_gun_mounting
		limit_to_equipment_type = {
			screen_ship
		}
	}
	add_trait = {
		token = PHI_mio_trait_civilian_smugglers
		name = PHI_mio_trait_civilian_smugglers
		icon = GFX_generic_mio_trait_icon_supply_consumption
		special_trait_background = yes
		position = {
			x = 0
			y = 0
		}
		limit_to_equipment_type = {
			convoy
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		available = {
			owner = {
				has_completed_focus = PHI_smugglers
			}
		}
	} {
		token = PHI_mio_trait_ethanol_fuel_adaptations
		name = PHI_mio_trait_ethanol_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		limit_to_equipment_type = {
			screen_ship
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		t
# ... (truncated)
### Entity: State History
Component: 909
Constructs: add_core_of, add_to_array
Source: game
File: history/states/909-Riau Islands.txt

Code:
state = {
	id = 909
	name = STATE_909
	state_category = small_island
	resources = {
		rubber = 2
		aluminium = 28
	}
	provinces = {
		12113
	}
	history = {
		owner = INS
		add_core_of = INS
		add_to_array = {
			state_victory_points = 12113
		}
		victory_points = {
			12113 1
		}
		buildings = {
			infrastructure = 2
			12113 = {
				naval_base = 1
			}
		}
	}
	manpower = 177500
	buildings_max_level_factor = 1.0
	local_supplies = 1.0
}
### Entity: Event
Component: poland.139
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.139
	title = poland.139.t
	desc = poland.139.d
	picture = GFX_report_event_minsk_aerial_view
	is_triggered_only = yes
	option = {
		name = poland.139.a
	}
}
### Entity: Idea
Component: POL_Empty_Universities
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Empty_Universities = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tfv_can_conscription_crisis
	modifier = {
		research_speed_factor = -0.15
	}
}
### Entity: Modifier Reference
Construct: special_project_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_project_speed_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Scripted Effect
Component: EAI_PATHFIND_apply_g_score_modifier
Constructs: limit, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_PATHFINDING_effects.txt

Code:
EAI_PATHFIND_apply_g_score_modifier = {
	if = {
		limit = {
			check_variable = {
				_pathfind_type = 1
			}
		}
		set_temp_variable = {
			infra = building_level@infrastructure
		}
		multiply_temp_variable = {
			infra = -0.1
		} {
			pathfind_g_score = infra
		}
		add_to_temp_variable = {
			infra = 1
		}
	}
}
### Entity: Event
Component: mandate_palestine.205
Constructs: is_triggered_only, change_tag_from
Source: game
File: events/mandate_of_palestine.txt

Code:
news_event = {
	id = mandate_palestine.205
	picture = GFX_news_event_EGY_nationalist_uprising
	title = mandate_palestine.205.t
	desc = mandate_palestine.205.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.205.a
	} {
		name = mandate_palestine.205.b
		trigger = {
			original_tag = PAL
		}
		JOR = {
			change_tag_from = ROOT
		}
	}
}
### Entity: Character
Component: LAT_janis_kaminskis
Source: game
File: common/characters/LAT.txt

Code:
LAT_janis_kaminskis = {
	name = LAT_janis_kaminskis
	portraits = {
		army = {
			small = GFX_idea_LAT_janis_kaminskis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_janis_kaminskis
		allowed = {
			original_tag = LAT
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: AI Strategy
Component: r56_GER_market_management_for_FIN
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_market_management_for_FIN = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		ROOT = {
			has_government = fascism
		}
		FIN = {
			NOT = {
				has_government = communism
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = FIN
		target = market_access_rights
		value = 75
	} {
		type = equipment_market_trade_desire
		id = FIN
		value = 100
	} {
		type = support
		id = FIN
		value = 15
	}
}
### Entity: Modifier Reference
Component: pride_of_the_fleet
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
pride_of_the_fleet = {
	experience_gain_navy_unit_factor = 0.25
	critical_receive_chance = -0.5
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_steel_in_tripoli
Constructs: prerequisite, limit, completion_reward, has_tech, add_resource, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_steel_in_tripoli
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = ITA_the_fourth_shore
	}
	mutually_exclusive = {
		focus = ITA_oil_in_tripoli
	}
	relative_position_id = ITA_the_fourth_shore
	x = 1
	y = 1
	cost = 5
	available = {

	} {
		has_tech = excavation3
		448 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				448 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			add_resource = {
				type = steel
				amount = 16
				state = 448
			}
			448 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = ITA_steel_in_tripoli
				bonus = 1
				uses = 1
				category = excavation_tech
			}
			unlock_decision_tooltip = develop_tripoli_steel_deposits
		}
	}
}
### Entity: Effect Reference
Construct: add_nuclear_bombs
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_nuclear_bombs

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add nukes to country
```
### Entity: National Focus
Tree: aus_focus
Component: AUS_subsidies_for_farmers
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_subsidies_for_farmers
	icon = GFX_goal_generic_agriculture
	relative_position_id = AUS_mixed_economy
	x = -1
	y = 1
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	prerequisite = {
		focus = AUS_mixed_economy
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_subsidies_for_farmers
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_peace_at_home
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, has_country_leader, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_peace_at_home
	icon = GFX_goal_tripartite_pact
	mutually_exclusive = {
		focus = TUR_revive_turkish_revolutionism
	}
	prerequisite = {
		focus = TUR_ratify_the_six_arrows
	}
	available = {
		TUR = {
			OR = {
				has_country_leader = {
					character = TUR_ismet_inonu
					ruling_only = yes
				}
				has_idea = TUR_ismet_inonu
			}
			NOT = {
				has_completed_focus = TUR_fully_integrate_the_is_bank
			}
		}
	}
	x = 3
	y = 1
	relative_position_id = TUR_ratify_the_six_arrows
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_TRADITIONALISM
	}
	completion_reward = {
		add_stability = 0.1
		unlock_decision_tooltip = TUR_counter_influence_of_fundamentalists_in_state TUR_offer_conscription_exceptions_to_kurdish_groups
	}
}
### Entity: Idea
Component: LBA_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/libya.txt

Code:
LBA_democratic_guy = {
	picture = generic_political_advisor_arab_1
	allowed = {
		original_tag = LBA
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: MLD_pot
Source: game
File: common/characters/MLD.txt

Code:
MLD_pot = {
	advisor = {
		slot = political_advisor
		idea_token = MLD_pot
		allowed = {
			original_tag = MLD
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Character
Component: PNG_ar
Source: game
File: common/characters/PNG.txt

Code:
PNG_ar = {
	advisor = {
		slot = high_command
		idea_token = PNG_ar
		ledger = army
		allowed = {
			original_tag = PNG
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SWE_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SWE
		}
		requested_factories = 1
		progress = 0.77
		efficiency = 100
		industrial_manufacturer = mio:SWE_husqvarna_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = SWE
		}
		requested_factories = 1
		progress = 0.21
		efficiency = 100
	}
}
### Entity: Character
Component: JAP_nichiren_marxist_trait
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_nichiren_marxist_trait = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = -0.1
	political_power_factor = 0.1
	justify_war_goal_time = -0.25
}
### Entity: Trigger Reference
Construct: pc_is_on_winning_side
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_on_winning_side

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country is on the winning side in the peace conference.
Example:
CZE = { pc_is_on_winning_side = yes }
```
### Entity: National Focus
Tree: hon_focus
Component: HON_jungle_moto
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_jungle_moto
	icon = GFX_goal_tank_map
	prerequisite = {
		focus = HON_jungle_training
	} {
		focus = HON_tank_effort
	}
	x = 42
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = HON_jungle_moto_effect
		hidden_effect = {
			set_technology = {
				HON_jungle_motor = 1
			}
		}
	}
}
### Entity: Idea
Component: JAP_military_strike_idea
Source: game
File: common/ideas/japan.txt

Code:
JAP_military_strike_idea = {
	picture = chi_war_of_resistance
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		custom_modifier_tooltip = SPR_military_disloyalty_tt
		military_leader_cost_factor = 1.0
	}
	on_remove = {
		country_lock_all_division_template = no
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Convince_supporters_of_Flores
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Convince_supporters_of_Flores
	prerequisite = {
		focus = PRU_restore_the_viceroyalty_system PRU_royal_haciendas PRU_labour_reforms
	}
	icon = GFX_goal_generic_risky_deal
	x = 3
	y = 1
	relative_position_id = PRU_restore_the_viceroyalty_system
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		country_event = {
			hours = 5
			id = peru.58
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: strikes_event.9
Constructs: is_triggered_only, remove_ideas, add_stability, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.9
	title = strikes_event.9.t
	desc = strikes_event.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = strikes_event.9.a
		remove_ideas = {
			strikes_1 strikes_2 strikes_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		add_stability = 0.05
		set_country_flag = {
			flag = strikes_resolved
			days = 180
		}
	}
}
### Entity: Unit Template
Component: FREN_GAR_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_GAR_01 = {
	name = Garrison Division
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		FREN_INF_01
	}
	fallback_name = %dème Div. d'Inf. de Garnison
	ordered = {
		1 = {
			%dère Div. d'Inf. de Garnison
		}
		2 = {
			%dème Div. d'Inf. de Garnison
		}
		3 = {
			%dème Div. d'Inf. de Garnison
		}
		4 = {
			%dème Div. d'Inf. de Garnison
		}
		5 = {
			%dème Div. d'Inf. de Garnison
		}
		6 = {
			%dème Div. d'Inf. de Garnison
		}
		7 = {
			%dème Div. d'Inf. de Garnison
		}
		8 = {
			%dème Div. d'Inf. de Garnison
		}
		9 = {
			%dème Div. d'Inf. de Garnison
		}
		10 = {
			%dème Div. d'Inf. de Garnison
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.45
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.45
	title = AST_diplomatic_events.45.t
	desc = AST_diplomatic_events.45.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.45.a
		effect_tooltip = {
			AST_hand_in_glove_deny_effect = yes
		}
	}
}