Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Reestablish_Arms_Industries
Constructs: shared_focus, prerequisite, has_war, limit, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Reestablish_Arms_Industries
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		} {
			add = 20
			has_war = yes
		}
	}
	prerequisite = {
		focus = DEN_Reverse_the_Disarmament
	}
	x = -1
	y = 1
	relative_position_id = DEN_Reverse_the_Disarmament
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = DEN_Disarmed_Military
				add_idea = DEN_Disarmed_Military_industry
			}
		}
		set_variable = {
			mil_factory_production = 0.1
		} {
			eco_cost_factor = 0
		}
		add_to_variable = {
			den_military_improved = 1
		}
		if = {
			limit = {
				controls_state = 99
			}
			99 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: luxembourg.416
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.416
	title = luxembourg.416.t
	desc = luxembourg.416.d
	is_triggered_only = yes
	option = {
		name = luxembourg.416.a
		transfer_state = 965 1095 34 6
		add_opinion_modifier = {
			target = FROM
			modifier = small_increase
		}
	}
}
### Entity: Event
Component: GER_operation_panzerfaust_events.03
Constructs: is_triggered_only, limit, remove_ideas, has_idea, add_trait
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.03
	title = GER_operation_panzerfaust_events.03.t
	desc = GER_operation_panzerfaust_events.03.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = GER_operation_panzerfaust_events.03.a
		puppet = {
			target = FROM
			end_wars = no
		}
		IF = {
			limit = {
				FROM = {
					has_idea = HUN_power_to_the_regent_idea
				}
			}
			FROM = {
				remove_ideas = HUN_power_to_the_regent_idea
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					has_idea = HUN_more_power_to_the_regent_idea
				}
			}
			FROM = {
				remove_ideas = HUN_more_power_to_the_regent_idea
			}
		}
		FROM = {
			add_trait = {
				character = HUN_ferenc_szalasi
				ideology = nazism
				trait = HUN_nemzetvezeto_trait
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_incorporate_allied_radar_designs_r56
Constructs: prerequisite, completion_reward, is_special_project_completed, is_ally_with, complete_special_project
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_incorporate_allied_radar_designs_r56
	prerequisite = {
		focus = SIA_develop_the_southern_bases_r56
	}
	mutually_exclusive = {
		focus = SIA_prioritize_domestic_radar_research_r56
	}
	icon = GFX_goal_generic_radar2
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_develop_the_southern_bases_r56
	available_if_capitulated = yes
	available = {
		NOT = {
			is_special_project_completed = sp:sp_air_radar
		}
		any_other_country = {
			is_ally_with = ROOT
			is_special_project_completed = sp:sp_air_radar
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		complete_special_project = sp:sp_air_radar
	}
}
### Entity: Character
Component: AST_naval_engineer
Constructs: refit_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
AST_naval_engineer = {
	sprite = 14
	refit_speed = 0.1
	repair_speed_factor = 0.1
	experience_gain_navy = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_suspend_elections
Constructs: prerequisite, add_ideas, completion_reward, add_timed_idea
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_suspend_elections
	available = {

	}
	bypass = {

	}
	icon = GFX_goal_support_fascism
	x = -2
	y = 1
	relative_position_id = PAR_pull_back_troops_from_the_chaco
	prerequisite = {
		focus = PAR_pull_back_troops_from_the_chaco
	}
	mutually_exclusive = {

	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_PAR_turmoil
			days = 270
		}
		custom_effect_tooltip = will_turn_to upon_timeout
		effect_tooltip = {
			add_ideas = idea_PAR_cemented_control
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ship_management_committee
Constructs: prerequisite, add_ideas, completion_reward, has_war_with_major, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ship_management_committee
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = JAP_new_industrial_city_development_policy
	}
	relative_position_id = JAP_new_industrial_city_development_policy
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war_with_major = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_convoy_retreat_speed = 0.1
			tooltip = convoy_retreat_speed_tt
		}
		custom_effect_tooltip = JAP_ship_management_committee_tt
		hidden_effect = {
			add_ideas = JAP_ship_management_committee_idea
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_curtail_the_zamindars
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_political_power, add_popularity, is_fully_controlled_by, random_select_amount
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_curtail_the_zamindars
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = RAJ_work_with_local_leaders
	}
	x = 5
	y = 1
	relative_position_id = RAJ_work_with_local_leaders
	cost = 5
	mutually_exclusive = {
		focus = RAJ_expand_the_zamindari_system
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				infrastructure = < 5
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.122
Constructs: is_triggered_only, ai_chance, add_cic
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.122
	title = JUNO_brazil_events.122.t
	desc = JUNO_brazil_events.122.desc
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.122.a
		ai_chance = {
			base = 1
		}
		add_cic = 1000
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_restoring_our_rightful_flag
Constructs: prerequisite, completion_reward, allow_branch, has_country_leader, create_wargoal, annex_everything
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_restoring_our_rightful_flag
	icon = GFX_focus_generic_attack_haiti
	prerequisite = {
		focus = AUS_an_improved_german_state
	}
	mutually_exclusive = {
		focus = AUS_seek_to_purchase_alaska
	}
	x = -2
	y = 1
	relative_position_id = AUS_an_improved_german_state
	allow_branch = {
		has_country_leader = {
			ruling_only = yes
			character = AUS_alois_of_liechtenstein
		}
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = AUS_alois_of_liechtenstein
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = HAI
		}
	}
}
### Entity: Decision
Component: EST_vaps_revolt_category
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_stability, fire_only_once, is_good, cancel_trigger
Source: game
File: common/decisions/EST.txt

Code:
EST_vaps_revolt_category = {
	EST_vaps_uprising = {
		allowed = {
			tag = EST
		}
		icon = GFX_decision_revolt
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = vaps_days_var
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					has_completed_focus = EST_rally_the_nation BALTIC_overthrow_the_government
					has_government = fascism
					has_country_flag = fought_vaps_flag
				}
			}
		}
		activation = {
			has_completed_focus = EST_era_of_silence
			NOT = {
				has_completed_focus = EST_rally_the_nation
				has_government = fascism
				has_country_flag = fought_vaps_flag
			}
		}
		visible = {
			NOT = {
				has_completed_focus = EST_rally_the_nation
				has_government = fascism
				has_country_flag = fought_vaps_flag
			}
		}
		cancel_effect = {

		}
		timeout_effect = {
			EST_vaps_down_effect = yes
			activate_mission = EST_vaps_uprising
		}
		ai_will_do = {
			factor = 200
		}
	}
	EST_vaps_crackdown = {
		allowed = {
			tag = EST
		}
		icon = GFX_decision_oppression
		available = {
			OR = {
				has_government = fascism
				has_country_flag = fought_vaps_flag
			}
		}
		days_mission_timeout = vaps_crackdown_var
		is_good = yes
		fire_only_once = yes
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					has_completed_focus = EST_rally_the_nation
					has_government = fascism
					has_country_flag = fought_vaps_flag
				}
			}
		}
		activation = {
			tag = EST
			has_completed_focus = EST_era_of_silence
			NOT = {
				OR = {
					has_completed_focus = EST_rally_the_nation
					has_government = fascism
					has_country_flag = fought_vaps_flag
				}
			}
		}
		visible = {
			tag = EST
			NOT = {
				OR = {
					has_completed_focus = EST_rally_the_nation
					has_government = fascism
					has_country_flag = fought_vaps_flag
				}
			}
		}
		cancel_effect = {

		}
		timeout_effect = {
			set_country_flag = fought_vaps_flag
			if = {
				limit = {
					is_ai = yes
					OR = {
						AND = {
							is_historical_focus_on = yes
							has_game_rule = {
								rule = EST_ai_behavior
								option = DEFAULT
							}
						}
						has_country_flag = EST_AI_RANDOM_HISTORICAL
						has_game_rule = {
							rule = EST_ai_behavior
							option = HISTORICAL
						}
					}
				}
			}
			else_if = {
				limit = {
					has_idea = EST_vaps_idea_4
				}
				start_civil_war = {
					ideolo
# ... (truncated)
### Entity: Idea
Component: HUN_hungarian_monarchy_fascism
Constructs: has_completed_focus, stability_factor, has_government, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_fascism = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = fascism
	}
	available = {
		OR = {
			has_government = fascism
			AND = {
				has_government = neutrality
				NOT = {
					has_completed_focus = HUN_renounce_the_treaty_of_trianon
				}
			}
		}
	}
	modifier = {
		fascism_drift = 0.034
		stability_factor = 0.1
	}
}
### Entity: Country History
Country: WGR
Component: WGR_characters
Constructs: create_country_leader
Source: game
File: history/countries/WGR - West Germany.txt

Code:
# Leaders & Characters for WGR
create_country_leader = {
	name = Klaus Klauser
	desc = 
	picture = GFX_portrait_Klaus_Klauser
	expire = 1965.1.1
	ideology = nazism
	traits = {

	}
}
{
	name = Konrad Adenauer
	desc = POLITICS_KONRAD_ADENAUER_DESC
	picture = GFX_portrait_Konrad_Adenauer
	expire = 1965.1.1
	ideology = conservatism
	traits = {

	}
}
### Entity: Modding Documentation
Construct: num_units_on_climate
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_units_on_climate
* description: number of units that are on an acclimatization required location, acclimatization type is defined in target. example num_units_on_climate@hot_climate
### Entity: Idea
Component: RAJ_congress_construction_effort_ns
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_congress_construction_effort_ns = {
	picture = generic_improved_industries
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.15
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
	}
}
### Entity: Modifier Reference
Construct: target_sabotage_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## target_sabotage_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Character
Component: SLO_stefan_jurech
Constructs: is_subject_of
Source: game
File: common/characters/SLO.txt

Code:
SLO_stefan_jurech = {
	name = SLO_stefan_jurech
	portraits = {
		army = {
			large = GFX_portrait_SLO_stefan_jurech
			small = GFX_portrait_SLO_stefan_jurech_small
		}
	}
	field_marshal = {
		traits = {
			career_officer infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				is_subject_of = CZE
			}
		}
	}
	advisor = {
		slot = high_command
		idea_token = SLO_stefan_jurech
		ledger = army
		allowed = {
			original_tag = SLO
		}
		available = {
			NOT = {
				is_subject_of = CZE
			}
		}
		traits = {
			army_infantry_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: COG_vast_decentralized_state_idea_2
Constructs: stability_factor, war_support_factor, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_vast_decentralized_state_idea_2 = {
	name = COG_vast_decentralized_state_idea
	picture = prc_low_popular_support3
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = -0.1
		political_power_factor = -0.15
		stability_factor = -0.1
		war_support_factor = -0.05
		resistance_target = 0.1
		conscription_factor = -0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_air_intelligence
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_intelligence_agency, add_to_variable, swap_ideas
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_air_intelligence
	icon = GFX_focus_generic_air_partners
	cost = 5
	prerequisite = {
		focus = CZE_department_two_expansion
	}
	relative_position_id = CZE_department_two_expansion
	x = 1
	y = 1
	available = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			has_intelligence_agency = yes
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_intel_from_combat_factor = 0.05
			tooltip = intel_from_combat_factor_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = CZE_military_intelligence
					}
				}
				swap_ideas = {
					remove_idea = CZE_department_2_idea_lar
					add_idea = CZE_department_2_idea_lar_air_first
				}
			}
			else = {
				swap_ideas = {
					remove_idea = CZE_department_2_idea_lar_land_first
					add_idea = CZE_department_2_idea_lar_third
				}
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = CZE_military_intelligence
					}
				}
				swap_ideas = {
					remove_idea = CZE_department_2_idea_no_lar
					add_idea = CZE_department_2_idea_no_lar_air_first
				}
			}
			else = {
				swap_ideas = {
					remove_idea = CZE_department_2_idea_no_lar_land_first
					add_idea = CZE_department_2_idea_no_lar_third
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_URG_traditionalism
Constructs: stability_factor, research_bonus
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_traditionalism = {
	name = URG_traditionalism
	allowed_civil_war = {
		always = yes
	}
	picture = hol_aloof_neutrality
	modifier = {
		political_power_factor = -0.1
		stability_factor = 0.05
		consumer_goods_factor = -0.08
	}
	research_bonus = {
		armor = -0.1
		air_equipment = -0.1
		artillery = 0.15
		infantry_weapons = 0.15
		motorized_equipment = 0.15
	}
}
### Entity: Military Industrial Organization
Component: BRA_cap_organization
Constructs: has_completed_focus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_cap_organization = {
	name = bra_light_aircraft_manufacturer
	include = generic_light_aircraft_organization
	icon = GFX_idea_cap
	allowed = {
		original_TAG = BRA
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = SMB_establish_aircraft_industry BRA_R56_the_brazilian_air_force
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_invest_in_the_colonies
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_core_of, is_on_continent, is_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invest_in_the_colonies
	icon = GFX_goal_generic_construct_civilian
	x = 4
	y = 1
	prerequisite = {
		focus = FRA_devalue_the_franc
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_devalue_the_franc
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			not = {
				is_core_of = ROOT
			} {
				is_on_continent = europe
			}
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				not = {
					is_core_of = ROOT
				} {
					is_on_continent = europe
				}
				has_resistance = yes
			}
			add_compliance = 10
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_trust_in_the_west
Constructs: has_completed_focus, prerequisite, add_stability, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_trust_in_the_west
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = CZE_strategy_decisions
	}
	mutually_exclusive = {
		focus = CZE_german_leanings CZE_an_entente_of_our_own
	}
	x = 0
	y = 1
	relative_position_id = CZE_strategy_decisions
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0
			has_completed_focus = CZE_go_right
		} {
			factor = 2
			has_completed_focus = CZE_go_left
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_trust_in_the_west
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_trust_in_the_west
			}
		}
		diplomatic_relation = {
			country = YUG
			relation = guarantee
			active = no
		}
		ROM = {
			diplomatic_relation = {
				country = CZE
				relation = guarantee
				active = no
			}
		}
		show_ideas_tooltip = CZE_karel_englis
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_on_sea
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_on_sea
	icon = GFX_goal_generic_amphibious_assault
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_look_into_special
	}
	x = 29
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = ICE_marine_forces
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = marine_tech
		} {
			name = ICE_marine_forces2
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = tp_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_remember_the_Trujillo_revolution
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, has_country_leader, set_cosmetic_tag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_remember_the_Trujillo_revolution
	prerequisite = {
		focus = PRU_benavides_nightmare
	}
	icon = GFX_goal_PRU_legacy_of_trujillo_revolution
	x = 1
	y = 2
	available = {
		has_country_leader = {
			character = PRU_haya_torre
			ruling_only = yes
		}
	}
	relative_position_id = PRU_protest_against_the_cancellation
	mutually_exclusive = {
		focus = PRU_the_teachings_the_amauta
	}
	cost = 5
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		remove_ideas = PRU_nightmare
		set_cosmetic_tag = APRA
		add_ideas = PRU_aprismo
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_secure_weapon_deals
Constructs: prerequisite, completion_reward, add_offsite_building, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_secure_weapon_deals
	icon = GFX_goal_PER_rifles_modernization
	cost = 10
	prerequisite = {
		focus = PER_finish_the_trans_iranian_railway
	}
	x = 4
	y = 2
	ai_will_do = {
		factor = 17
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		add_tech_bonus = {
			name = PER_secure_weapon_deals
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: CHI_shanghai_financier
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_shanghai_financier = {
	sprite = 10
	random = no
	stability_factor = -0.1
	consumer_goods_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ENG_imperial_conference_economy_3
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_economy_3 = {
	name = ENG_imperial_conference_economy_dominion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.09
		production_speed_arms_factory_factor = 0.09
		production_speed_dockyard_factor = 0.09
	}
	picture = generic_exploit_mines
	removal_cost = -1
}
### Entity: Technology
Component: basic_light_cruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		light_cruiser_2
	}
	path = {
		leads_to_tech = improved_light_cruiser
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_heavy_cruiser
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = naval_folder
		position = {
			x = -1
			y = 7
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = JAP
		}
	}
	categories = {
		naval_artillery naval_equipment ca_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}