Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_celebrate_the_commune
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_celebrate_the_commune
	icon = GFX_goal_generic_propaganda
	x = -1
	y = 4
	prerequisite = {
		focus = FRA_strengthen_the_unions
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invite_communist_ministers
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		has_government = communism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_expand_husqvarnas_factories
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_expand_husqvarnas_factories
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = SWE_swedish_industrial_reinvigoration
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_swedish_industrial_reinvigoration
	x = -1
	y = 1
	cost = 8
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_increase_air_purchases
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, allow_branch, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_increase_air_purchases
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = AFG_purchase_aircraft
	}
	x = 0
	y = 1
	relative_position_id = AFG_purchase_aircraft
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	allow_branch = {
		has_dlc = Arms Against Tyranny
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER SOV
				}
			} {
				cic = 500
				equipment_type = large_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER SOV
				}
			} {
				cic = 500
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER SOV
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 25
				producer = ENG
			} {
				type = small_plane_airframe_1
				amount = 25
				producer = GER
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 25
				producer = ENG
			} {
				type = fighter_equipment_1
				amount = 25
				producer = GER
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SP_recruit_nuclear_scientist
Source: game
File: common/ai_strategy/EAI_RESEARCH_special_project_strategies.txt

Code:
EAI_SP_recruit_nuclear_scientist = {
	enable = {
		nuclear_facility = > 0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_nuclear
		value = 100
	}
}
### Entity: Country History
Country: KAT
Component: KAT_misc
Constructs: set_convoys
Source: game
File: history/countries/KAT - Katanga.txt

Code:
# Misc for KAT
capital = 889
set_convoys = 0
### Entity: Scripted Effect
Component: r56_m4_zippo_tank_template
Constructs: limit, has_tech, create_equipment_variant
Source: game
File: common/scripted_effects/r56_USA_scripted_effects.txt

Code:
r56_m4_zippo_tank_template = {
	if = {
		limit = {
			has_tech = flamethrower tech_engineers2 improved_medium_tank_chassis
		}
		create_equipment_variant = {
			name = M4 Zippo
			type = medium_tank_flame_chassis_2
			parent_version = 0
			modules = {
				main_armament_slot = flamethrower
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = smoke_launchers
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = 7
			}
			icon = gfx/interface/technologies/USA_imp_main_tank.dds
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_end_monarchism
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, complete_tooltip, is_in_faction_with
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_end_monarchism
	icon = GFX_focus_rom_abdicate
	x = 4
	y = 1
	prerequisite = {
		focus = USA_reach_out_to_the_ware_group
	}
	relative_position_id = USA_reach_out_to_the_ware_group
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		communism = > 0.3
	}
	bypass = {

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

	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					not = {
						has_government = communism
					} {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = ENG
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				GER = {
					OR = {
						has_completed_focus = GER_return_of_the_kaiser GER_the_monarchy_compromise
					}
					not = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = GER
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				HUN = {
					has_cosmetic_tag = HUN_EMPIRE
					not = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = HUN
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				JAP = {
					not = {
						has_government = communism
					} {
						has_government = democratic
					} {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = JAP
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				MAN = {
					has_completed_focus = MAN_imperial_divinity
					not = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				target = MAN
				type = topple_government
				expire = 0
			}
		}
	}
}
### Entity: Character
Component: AFG_father_of_kunduz_trait
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_father_of_kunduz_trait = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.1
}
### Entity: Faction
Component: faction_goal_west_subjugated
Constructs: has_completed_focus, limit, has_country_flag, has_faction_template, is_owned_by, complete_effect, add_faction_power_projection, every_collection_element
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_west_subjugated = {
	name = faction_goal_west_subjugated_name
	description = faction_goal_west_subjugated_desc
	category = short_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			original_tag = CHI
			has_faction_template = faction_template_chinese_united_front
			NOT = {
				has_country_flag = CHI_tour_the_south_flag CHI_tour_the_north_flag
			}
		}
	}
	available = {
		FROM = {
			has_completed_focus = CHI_tour_the_west
		}
	}
	completed = {
		XSM = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		KHM = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		SIK = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		SIC = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 50
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						is_subject = yes
					}
				}
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_west_subjugated
					}
				}
				add_timed_idea = {
					idea = idea_CHI_central_government_integration_pressure
					days = 365
				}
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Idea
Component: ENG_british_commonwealth_air_training_plan
Constructs: is_subject_of, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_british_commonwealth_air_training_plan = {
	picture = generic_air_bonus
	allowed = {
		always = no
	}
	available = {
		OR = {
			tag = ENG
			is_subject_of = ENG
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_air = 0.05
		experience_gain_air_factor = 0.1
		air_mission_xp_gain_factor = 0.05
		air_training_xp_gain_factor = 0.2
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_really_exterminate_anarchists
Constructs: has_completed_focus, has_war_with, is_major, has_dlc, has_global_flag, is_controlled_by, is_subject_of
Source: game
File: common/ai_strategy/SPR.txt

Code:
spanish_civil_war_really_exterminate_anarchists = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		is_major = yes
		NOT = {
			any_other_country = {
				is_major = yes
				has_war_with = ROOT
			}
		} {
			original_tag = SPR
		} {
			has_global_flag = SPR_anarchist_victory_timer_flag
		}
		country_exists = SPC
		SPC = {
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		has_global_flag = scw_over
		capital_scope = {
			any_state = {
				is_controlled_by = SPC
				distance_to = {
					target = PREV
					value = < 2000
				}
			}
		}
	}
	abort = {
		OR = {
			is_subject_of = SPC
			has_war_with = SPC
		}
	}
	ai_strategy = {
		type = antagonize
		id = SPC
		value = 150
	} {
		type = consider_weak
		id = SPC
		value = 150
	} {
		type = prepare_for_war
		id = SPC
		value = 100
	}
}
### Entity: Event
Component: INS_political_events.19
Constructs: is_triggered_only, set_nationality, add_autonomy_score
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.19
	title = INS_political_events.19.t
	desc = INS_political_events.19.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_political_events.19.a
		HOL_conrad_helfrich = {
			set_nationality = HOL
		}
		add_autonomy_score = {
			value = 350
			localization = HOL_recall_conrad_helfrich
		}
	}
}
### Entity: Idea
Component: INS_ptdi
Constructs: has_completed_focus, is_subject, is_subject_of, removal_cost, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_ptdi = {
	picture = INS_ptdi
	available = {
		is_subject = no
		controls_state = 1020
		has_completed_focus = INS_the_test_flight_service
	}
	allowed = {
		tag = INS
	}
	visible = {
		NOT = {
			OR = {
				is_subject_of = HOL GER
			}
		}
	}
	cost = 100
	removal_cost = -1
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_centralized_production
Constructs: prerequisite, limit, completion_reward, has_idea, add_to_variable, random_owned_controlled_state, is_core_of, is_fully_controlled_by
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_centralized_production
	icon = GFX_focus_CHI_planned_economy
	prerequisite = {
		focus = AST_abolition_of_private_property
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_abolition_of_private_property
	x = 2
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_line_change_production_efficiency_factor = 0.2
			tooltip = line_change_production_efficiency_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 893
Constructs: add_core_of
Source: game
File: history/states/893-Denizli.txt

Code:
state = {
	id = 893
	name = Dubai
	history = {
		owner = UAE
		victory_points = {
			10904 2
		}
		buildings = {
			infrastructure = 2
			10904 = {
				naval_base = 1
			}
		}
		add_core_of = UAE
	}
	provinces = {
		10904 13282 13284 13286
	}
	manpower = 63000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Volkssturm Mecklenburg
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_3.txt

Code:
division = {
	name = Volkssturm Mecklenburg
	location = 9294
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: Scripted Effect
Component: r56_ger_dvu_60
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dvu_60 = {
	IF = {
		limit = {
			has_active_mission = GER_dvu_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dvu_demands_action
			days = 240
		}
	}
}
### Entity: Country History
Country: STL
Component: STL_technology
Constructs: set_technology
Source: game
File: history/countries/STL - Saint Lucia.txt

Code:
# Starting Technologies for STL
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: AI Strategy
Component: SOV_convoys_are_needed_for_lendlease
Constructs: has_equipment
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_convoys_are_needed_for_lendlease = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_equipment = {
			convoy = < 750
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_factor
		id = convoy
		value = 100
	} {
		type = equipment_production_min_factories
		id = convoy
		value = 4
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.17
Constructs: is_triggered_only, ai_chance, has_government, has_civil_war
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.17
	title = BBA_ethiopia_communist_events.17.t
	desc = BBA_ethiopia_communist_events.17.desc
	picture = GFX_report_event_generic_lend_lease
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.17.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
		}
		ETH = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_communist_events.19
			}
		}
	} {
		name = BBA_ethiopia_communist_events.17.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
		}
		ETH = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_communist_events.18
			}
		}
	}
}
### Entity: Character
Component: TAOG_chinese_representative
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_chinese_representative = {
	sprite = 13
	random = no
	min_export = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.70
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.70
	title = BBA_italy_interaction_events.70.t
	desc = BBA_italy_interaction_events.70.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.70.a
	}
}
### Entity: Event
Component: ww_BEL_event_war.3
Constructs: is_triggered_only, ai_chance, add_ideas, has_government, add_war_support, add_stability, fire_only_once, add_timed_idea
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_war.3
	title = ww_BEL_event_war.3.t
	desc = ww_BEL_event_war.3.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	fire_only_once = yes
	is_triggered_only = yes
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = ww_BEL_event_war.3.a
		ai_chance = {
			base = 25
			modifier = {
				factor = 100
				OR = {
					BEL_historical_ai = yes
				}
			}
		}
		hidden_effect = {
			add_timed_idea = {
				idea = BEL_surrender_ns
				days = 14
			}
			set_country_flag = BEL_king_surrendered_flag
		}
		custom_effect_tooltip = BEL_surrender_tt
		complete_national_focus = BEL_the_king_surrenders
	} {
		name = ww_BEL_event_war.3.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				OR = {
					BEL_defensive_democrat_ai = yes
				}
			}
		}
		add_ideas = BEL_the_kings_surrender_ns
	} {
		name = ww_BEL_event_war.3.c
		trigger = {
			has_government = fascism
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 100
				OR = {
					BEL_nationalist_fascist_ai = yes
					BEL_expansionist_fascist_ai = yes
				}
			}
		}
		country_event = {
			id = ww_BEL_event_war.4
			days = 14
		}
		add_stability = -0.15
		add_war_support = -0.05
	}
}
### Entity: Character
Component: vfb_trait_senado_1
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_senado_1 = {
	random = no
	political_advisor_cost_factor = -0.1
	political_power_factor = -0.1
	trade_laws_cost_factor = 0.1
}
### Entity: Country History
Country: RKK
Component: RKK_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKK - Reichskommisariat Kaukasien.txt

Code:
# Politics & Parties for RKK
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: National Focus
Tree: pol_focus
Component: POL_restoration_of_the_royal_sejm
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_restoration_of_the_royal_sejm
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = POL_claiming_lithuania POL_hohenzollern
	}
	relative_position_id = POL_claiming_lithuania
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			POL_royal_sejm_idea
		}
	}
}
### Entity: Character
Component: SIA_mangkorn_phromyothi
Source: game
File: common/characters/SIA.txt

Code:
SIA_mangkorn_phromyothi = {
	advisor = {
		slot = high_command
		idea_token = SIA_mangkorn_phromyothi
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			BRA_minister_of_defense
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_mangkorn_phromyothi
	portraits = {
		army = {
			large = GFX_portrait_SIA_mangkorn_phromyothi
			small = GFX_portrait_SIA_mangkorn_phromyothi_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer trait_engineer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
		visible = {

		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_infiltrate_federal_police
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc, has_idea, swap_ideas
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_infiltrate_federal_police
	icon = GFX_focus_generic_infiltration
	prerequisite = {
		focus = SWI_panoramaheim_branch
	}
	relative_position_id = SWI_panoramaheim_branch
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.05
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_idea = SWI_federal_police_idea
				}
				swap_ideas = {
					remove_idea = SWI_federal_police_idea
					add_idea = SWI_infiltrated_federal_police_idea
				}
			}
			else = {
				add_ideas = {
					SWI_infiltrated_federal_police_idea
				}
			}
			create_operative_leader = {
				name = Franz Riedweg
				GFX = GFX_portrait_SWI_franz_riedweg
				traits = {
					operative_infiltrator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG
				}
			}
		}
		else = {
			if = {
				limit = {
					has_idea = SWI_federal_police_idea_no_lar
				}
				swap_ideas = {
					remove_idea = SWI_federal_police_idea_no_lar
					add_idea = SWI_infiltrated_federal_police_idea_no_lar
				}
			}
			else = {
				add_ideas = {
					SWI_infiltrated_federal_police_idea_no_lar
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_deal_with_the_armed_forces_r56
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, remove_chief_of_army, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_deal_with_the_armed_forces_r56
	prerequisite = {
		focus = SIA_pridis_premiership_r56
	}
	icon = GFX_goal_generic_martial_law
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_pridis_premiership_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 45
		custom_effect_tooltip = remove_chief_of_army generic_skip_one_line_tt this_national_spirit_will_be_removed_after_365_days_tt
		show_ideas_tooltip = SIA_plaek_phibunsongkhram
		effect_tooltip = {
			swap_ideas = {
				remove_idea = SIA_siamese_ultranationalist_movement_hostile_r56
				add_idea = SIA_siamese_ultranationalist_movement_hostile_2_r56
			}
		}
		hidden_effect = {
			remove_ideas = SIA_siamese_ultranationalist_movement_hostile_r56
			add_timed_idea = {
				idea = SIA_siamese_ultranationalist_movement_hostile_2_r56
				days = 365
			}
			if = {
				limit = {
					has_character = SIA_plaek_phibunsongkhram
				}
				retire_character = SIA_plaek_phibunsongkhram
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_john_brown_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_john_brown_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_john_brown_company
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: take_states
Source: game
File: common/peace_conference/cost_modifiers/CHI_peace.txt

Code:
peace_action_modifiers = {
	CHI_re_re_organization = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			FROM.FROM = {
				original_tag = RNG
			}
			ROOT = {
				original_tag = CHI
			}
		}
		cost_multiplier = 0.75
	}
}