Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_coastal_defense_specialization
Constructs: prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_coastal_defense_specialization
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = NOR_nortraship_production_incentives
	}
	x = 2
	y = 4
	relative_position_id = NOR_encourage_fishing
	cost = 10
	ai_will_do = {
		base = 20
	}
	available = {
		142 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		142 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = NOR_grand_naval_expansion
			add_idea = NOR_specialized_naval_industry
		}
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAW_UNIQUE_TACTICS
	}
}
### Entity: Character
Component: JAP_toyama_mitsuru
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_toyama_mitsuru = {
	name = JAP_toyama_mitsuru
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_toyama_mitsuru_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_toyama_mitsuru
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_okadas_military_purge_speech JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			has_completed_focus = JAP_contact_the_masterless_samurai
		}
		traits = {
			JAP_shadow_shogun
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_210
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_210 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 210
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 210
	}
}
### Entity: Scripted Effect
Component: TUR_pacify_random_kurdish_state_effect
Constructs: limit, random_owned_state, has_dynamic_modifier, save_event_target_as, remove_dynamic_modifier, add_dynamic_modifier, add_resistance, is_core_of
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_pacify_random_kurdish_state_effect = {
	custom_effect_tooltip = TUR_pacify_random_kurdish_state_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			}
			save_event_target_as = TUR_kurdish_state_event_target
		}
		event_target:TUR_kurdish_state_event_target = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_agitation
				}
				add_dynamic_modifier = {
					modifier = separatist_fatigue
				}
				add_resistance = -20
			} {
				limit = {
					event_target:TUR_kurdish_state_event_target = {
						NOT = {
							is_core_of = TUR
						}
						compliance = > 70
					}
				}
				event_target:TUR_kurdish_state_event_target = {
					TUR_integrate_kurdish_state_effect = yes
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_separatism
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_dynamic_modifier = {
					modifier = separatist_fatigue
				}
				add_resistance = -20
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_rebellion
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
				add_dynamic_modifier = {
					modifier = separatist_fatigue
				}
				add_resistance = -20
			}
		}
	}
}
### Entity: Idea
Component: GAM_ncm
Source: game
File: common/ideas/gambia.txt

Code:
GAM_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = GAM
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_netherlands.16
Constructs: is_triggered_only, every_unit_leader, set_nationality, annex_country
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.16
	title = mtg_netherlands.16.t
	desc = mtg_netherlands.16.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.16.a
		BEL = {
			every_unit_leader = {
				set_nationality = ROOT
			}
		}
		annex_country = {
			target = BEL
			transfer_troops = yes
		} {
			target = LUX
			transfer_troops = yes
		}
		LUX = {
			every_unit_leader = {
				set_nationality = ROOT
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.51
				days = 1
			}
		}
	}
}
### Entity: Character
Component: POL_stanislaw_mikolajczyk
Source: game
File: common/characters/POL.txt

Code:
POL_stanislaw_mikolajczyk = {
	name = POL_stanislaw_mikolajczyk
	portraits = {
		civilian = {
			large = GFX_portrait_POL_stanislaw_mikolajczyk
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			polish_peasant_champion
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_fighter_license
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_fighter_license
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = YUG_license_production
	}
	mutually_exclusive = {
		focus = YUG_bomber_license
	}
	x = -1
	y = 2
	relative_position_id = YUG_purchase_foreign
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		NOT = {
			has_tech = fighter3 heavy_fighter3
		}
		OR = {
			GER = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_YUG = yes
						is_available_heavy_fighter_YUG = yes
					}
				}
			}
			FRA = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_YUG = yes
						is_available_heavy_fighter_YUG = yes
					}
				}
			}
			ITA = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_YUG = yes
						is_available_heavy_fighter_YUG = yes
					}
				}
			}
			ENG = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_YUG = yes
						is_available_heavy_fighter_YUG = yes
					}
				}
			}
			USA = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_YUG = yes
						is_available_heavy_fighter_YUG = yes
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		country_event = DOD_yugoslavia.150
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_steady_as_she_goes
Constructs: has_completed_focus, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, has_dlc, cancel_if_invalid
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_steady_as_she_goes
	mutually_exclusive = {
		focus = ENG_a_change_in_course
	}
	icon = GFX_goal_support_democracy
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ENG_a_change_in_course
			}
		}
	}
	x = 14
	y = 0
	relative_position_id = ENG_revisit_colonial_policy
	offset = {
		x = -7
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_dlc = Man the Guns
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = uk_empire_focus
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_revisit_colonial_policy
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_global_defense
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_home_defence
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_country_flag = ENG_abdication_crisis_normal_marriage ENG_abdication_crisis_morganatic_marriage
			}
		}
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_country_flag = ENG_abdication_crisis_changed_mind
				}
			}
			NOT = {
				has_country_flag = edward_viii_refused_to_abdicate_flag
			}
		}
	}
	cancel_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_timed_idea = {
			idea = ENG_steady_as_she_goes_idea
			days = 365
		}
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Man the Guns
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_setup_faction_wide_aoe_effects_JAP
Constructs: has_completed_focus, limit, add_ideas, has_dlc, is_in_tech_sharing_group, add_to_tech_sharing_group, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_setup_faction_wide_aoe_effects_JAP = {
	IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			JAP = {
				has_completed_focus = JAP_the_flying_geese
				is_in_tech_sharing_group = jap_geacps_research
			}
			ROOT = {
				NOT = {
					is_in_tech_sharing_group = jap_geacps_research
				}
			}
		}
		ROOT = {
			add_to_tech_sharing_group = jap_geacps_research
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			JAP = {
				OR = {
					has_completed_focus = JAP_develop_the_yen_bloc JAP_a_common_currency_for_all_of_asia
				}
			}
			ROOT = {
				NOT = {
					has_idea = JAP_yen_bloc_idea
				}
			}
		}
		ROOT = {
			add_ideas = JAP_yen_bloc_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			JAP = {
				has_completed_focus = JAP_ministry_of_greater_east_asia
			}
			ROOT = {
				NOT = {
					has_idea = JAP_ministry_of_greater_east_asia_idea
				}
			}
		}
		ROOT = {
			add_ideas = JAP_ministry_of_greater_east_asia_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			JAP = {
				has_completed_focus = JAP_the_minitry_of_pan_asian_development
			}
			ROOT = {
				NOT = {
					has_idea = JAP_ministry_of_pan_asian_development_idea
				}
			}
		}
		ROOT = {
			add_ideas = JAP_ministry_of_pan_asian_development_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_expand_the_navy
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_expand_the_navy
	icon = GFX_goal_generic_expand_the_naval_industry
	relative_position_id = BEL_reinvigorate_naval_prowess_of_old
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = BEL_reinvigorate_naval_prowess_of_old
	}
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			uses = 2
			category = bb_tech shbb_tech
		}
		navy_experience = 10
		if = {
			limit = {
				BEL = {
					controls_state = 6
				}
			}
			6 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: LIE_alois_vogt
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/LIE.txt

Code:
LIE_alois_vogt = {
	name = Alois Vogt
	portraits = {
		civilian = {
			small = GFX_idea_LIE_alois_vogt
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_alois_vogt
		allowed = {
			original_tag = LIE
			has_dlc = La Resistance
		}
		visible = {

		}
		available = {
			has_intelligence_agency = yes
		}
		traits = {
			head_of_intelligence
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: URG_DD_HISTORICAL
Source: game
File: common/units/names_ships/URG_ship_names.txt

Code:
URG_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		URG
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ROU 
	fallback_name = Destructor %d
	unique = {
		Uruguay Montevideo Maldonado Rocha Colonia Artigas Río Negro Paysandu
	}
}
### Entity: Character
Component: POL_jerzy_rutkowski
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/POL.txt

Code:
POL_jerzy_rutkowski = {
	name = POL_jerzy_rutkowski
	portraits = {
		army = {
			small = GFX_idea_POL_jerzy_rutkowski
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_jerzy_rutkowski
		allowed = {
			original_tag = POL
		}
		available = {
			OR = {
				has_completed_focus = POL_support_right_paramilitaries POL_integrate_the_falanga
			}
		}
		traits = {
			falangist_militarist
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				NOT = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_royal_palace_bureau_directive_no_1523
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_royal_palace_bureau_directive_no_1523 = {
	allowed = {
		original_tag = SIA
	}
	picture = generic_king_handled
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: cabinet_crisis_2
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
cabinet_crisis_2 = {
	random = no
	political_power_factor = -0.05
	stability_factor = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: lar_spain.28
Constructs: is_triggered_only, limit, has_country_flag, random_other_country, save_event_target_as, add_to_faction, is_in_faction_with, is_faction_leader
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.28
	title = lar_spain.28.t
	desc = lar_spain.28.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_other_country = {
				limit = {
					has_country_flag = SPA_iberian_pact_invitee
				}
				save_event_target_as = iberian_pact_invitee
			} {
				limit = {
					has_country_flag = SPA_iberian_pact_faction_leader
				}
				add_to_faction = ROOT
			}
		}
	}
	option = {
		name = lar_spain.28.a
		effect_tooltip = {
			random_other_country = {
				limit = {
					is_in_faction_with = event_target:iberian_pact_invitee
					is_faction_leader = yes
				}
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: Idea
Component: AUS_nationalized_strabag
Constructs: research_bonus
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_nationalized_strabag = {
	name = AUS_strabag
	picture = AUS_strabag
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
	research_bonus = {
		industry = 0.05
	}
}
### Entity: Scripted Trigger
Component: is_alone_or_in_faction_at_peace_with_CHI
Constructs: has_war_with, is_in_faction, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
is_alone_or_in_faction_at_peace_with_CHI = {
	OR = {
		is_in_faction = no
		is_in_faction_with = CHI
		AND = {
			is_in_faction = yes
			NOT = {
				is_in_faction_with = CHI
			}
		}
	}
	NOT = {
		any_country = {
			is_in_faction_with = PREV
			has_war_with = CHI
		}
	}
}
### Entity: Character
Component: MAC_dimitar_vlahov
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_dimitar_vlahov = {
	name = Dimitar Vlahov
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_dimitar_vlahov
		allowed = {
			original_tag = MAC
		}
		available = {
			has_government = communism
		}
		traits = {
			popular_figurehead
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_air_dominance
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_air_dominance
	icon = GFX_goal_generic_air_fighter2
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_aggressive_focus
	}
	mutually_exclusive = {
		focus = FRA_battle_of_maneuver
	}
	relative_position_id = FRA_aggressive_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_air_dominance
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_danubian_association
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject_of, is_subject, is_in_faction, is_ally_with
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_a_danubian_association
	icon = GFX_allow_czech_volunteers
	relative_position_id = AUS_unite_the_nation
	x = -4
	y = 1
	bypass = {
		CZE = {
			OR = {
				exists = no
				has_war_with = AUS
				is_subject_of = AUS
				is_subject = yes
				AND = {
					is_in_faction = yes
					NOT = {
						is_ally_with = AUS
					}
				}
				has_government = fascism communism
			}
		}
	}
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = AUS_our_own_pact AUS_join_the_allies_r56
	}
	cost = 10
	completion_reward = {
		CZE = {
			country_event = {
				id = austria.36
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			AUS = {
				set_autonomy = {
					target = CZE
					autonomy_state = autonomy_protectorate
				}
			}
			custom_effect_tooltip = AUS_gain_2_fund
			add_to_variable = {
				AUS_industrial_funds = 2
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_red_watch
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, unlock_decision_tooltip
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_red_watch
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = FIN_the_workers_state
	}
	x = 0
	y = 1
	relative_position_id = FIN_the_workers_state
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		FIN_bop_low_decrease_effect = yes
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = FIN_the_red_watch
			FIN_create_operative_hella_wuolijok = yes
			FIN_create_operative_vilho_pentikainen = yes
		}
		else = {
			add_ideas = FIN_the_red_watch_no_lar
		}
		unlock_decision_tooltip = FIN_appoint_yrjo_leino_as_president
	}
}
### Entity: Effect Reference
Construct: harm_operative_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## harm_operative_leader

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Harm an operative. The specified value is subject to modifiers.
harm_operative_leader = 12

```
### Entity: Music Config
Component: base_music/allies_peace_1
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = allies_peace_1
	chance = {
		modifier = {
			factor = 2
			has_war = no
			has_government = democratic
		}
	}
}
### Entity: Idea
Component: NOR_attack_sweden_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_attack_sweden_ns = {
	picture = generic_attack_sweden
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SWE
		attack_bonus_against = 0.25
		breakthrough_bonus_against = 0.2
	}
}
### Entity: Idea
Component: CHI_three_princpals_w_d_idea
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_three_princpals_w_d_idea = {
	name = CHI_three_princpals_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		consumer_goods_factor = -0.05
		stability_factor = 0.05
		political_power_factor = 0.1
	}
}
### Entity: Idea
Component: POL_The_Leviathan_Group
Constructs: research_bonus, removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_The_Leviathan_Group = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		naval_manufacturer_cost_factor = -0.5
	}
	removal_cost = -1
	picture = generic_infantry_bonus
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_reclaim_bolivia
Constructs: prerequisite, limit, completion_reward, is_subject, has_civil_war, has_army_manpower, add_state_claim, every_other_country
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_reclaim_bolivia
	prerequisite = {
		focus = PRU_Acquire_French_weapons PRU_organize_protests_in_the_south PRU_revolutionary_andes PRU_the_true_owners_of_america
	}
	icon = GFX_goal_generic_attack_bolivia
	x = -1
	y = 1
	relative_position_id = PRU_organize_protests_in_the_south
	cost = 5
	available = {
		is_subject = no
		has_civil_war = no
		has_army_manpower = {
			size = > 50000
		}
		492 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		494 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		any_state = {
			state = 302
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					state = 302
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	will_lead_to_war_with = BOL
	completion_reward = {
		add_state_claim = 302
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					state = 302
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_swi
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_swi = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SWI
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}