Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_flexible_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_flexible_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = VNZ_naval_effort
	}
	mutually_exclusive = {
		focus = VNZ_large_navy
	}
	relative_position_id = VNZ_naval_effort
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_PROD_EQUIP_MIN_armored_support_vehicle
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_equipment_strategy_effects.txt

Code:
EAI_PROD_EQUIP_MIN_armored_support_vehicle = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_0
			}
		}
		if = {
			limit = {
				EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_0_START_MIC
				check_variable = {
					num_equipment@armored_support_vehicle = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_1
			}
		}
		if = {
			limit = {
				EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_1_START_MIC
				check_variable = {
					num_equipment@armored_support_vehicle = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_1
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_2
			}
		}
		if = {
			limit = {
				EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_2_START_MIC
				check_variable = {
					num_equipment@armored_support_vehicle = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_2
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_3
			}
		}
		if = {
			limit = {
				EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_3_START_MIC
				check_variable = {
					num_equipment@armored_support_vehicle = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_3
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_4
			}
		}
		if = {
			limit = {
				EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_4_START_MIC
				check_variable = {
					num_equipment@armored_support_vehicle = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_4
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_5
			}
		}

# ... (truncated)
### Entity: AI Strategy
Component: EAI_ALLIES_STRATEGIC_BOMBING_focus_japan
Constructs: has_war_with, is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/EAI_allies.txt

Code:
EAI_ALLIES_STRATEGIC_BOMBING_focus_japan = {
	allowed = {
		always = yes
	}
	enable = {
		has_war_with = JAP
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction_with = USA
				has_war_together_with = ENG
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 154
		value = 25000
	} {
		type = area_priority
		id = EAI_east_asia
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_242
		value = -100
	} {
		type = area_priority
		id = EAI_area_priority_region_154
		value = 1000
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_united_arab_republic
Constructs: every_owned_state, prerequisite, has_war, limit, owns_state, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_united_arab_republic
	icon = GFX_goal_united_arab_republic
	relative_position_id = EGY_voice_of_the_arabs
	x = 0
	y = 2
	cost = 10
	available = {
		has_war = no
		is_subject = no
		OR = {
			any_subject_country = {
				has_civil_war = no
				OR = {
					tag = LBA ALG
					capital_scope = {
						is_on_continent = middle_east
					}
				}
			}
			owns_state = 554 553 448 459
		}
	}
	prerequisite = {
		focus = EGY_unify_with_lebanon_and_syria EGY_unify_with_libya EGY_fund_algerian_independence
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ruler_traits = {
			remove = EGY_figure_of_arab_independence
			add = EGY_figure_of_arab_unity
		}
		every_subject_country = {
			limit = {
				OR = {
					capital_scope = {
						is_on_continent = middle_east
					}
					tag = LBA ALG
				}
				compare_autonomy_state = < autonomy_dominion
			}
			hidden_effect = {
				every_owned_state = {
					limit = {
						is_core_of = PREV
					}
					add_core_of = ROOT
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			every_owned_state = {
				limit = {
					OR = {
						is_core_of = LEB SYR LBA ALG
					}
				}
				add_core_of = ROOT
			}
		}
		set_cosmetic_tag = EGY_ARAB_REPUBLIC
	}
}
### Entity: Modding Documentation
Construct: total_constructed_gun_emplacement
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_gun_emplacement
* description: Total constructions of gun_emplacement
### Entity: National Focus
Component: confederate_focus
Constructs: shared_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, has_government
Source: game
File: common/national_focus/csa.txt

Code:
focus_tree = {
	id = confederate_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CSA
		}
	}
	default = no
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_industrial_boom GEN_State_Matter
	continuous_focus_position = {
		x = 0
		y = 900
	}
	focus = {
		id = CSA_restablish_the_confederate_army
		icon = GFX_focus_usa_honor_the_confederacy
		x = 12
		y = 6
		cost = 10
		search_filters = {
			FOCUS_FILTER_MANPOWER
		}
		available = {
			NOT = {
				has_war_with = USA
			}
		}
		ai_will_do = {
			factor = 10
			modifier = {
				has_army_manpower = {
					size = < 200000
				}
				factor = 100
			}
		}
		completion_reward = {
			custom_effect_tooltip = CSA_confederate_army
			hidden_effect = {
				division_template = {
					name = Infantry Division
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						} {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						}
					}
					support = {
						engineer = {
							x = 0
							y = 0
						}
					}
				} {
					name = Light Armored Regiment
					regiments = {
						light_armor = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
						motorized = {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						} {
							x = 2
							y = 3
						}
					}
				}
				if = {
					limit = {
						375 = {
							is_controlled_by = ROOT
						}
					}
					375 = {
						create_unit = {
							division = name = "1st Texas Regiment" division_template = "Infantry Division" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = CSA } }
							owner = CSA
						} {
							division = name = "2nd Texas Regiment" division_template = "Infantry Division" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = CSA } }
							owner = CSA
						} {
							division = name = "1st Texas Armoured Regiment" division_template = "Light Armored Regiment"
# ... (truncated)
### Entity: Event
Component: r56_usa.2
Constructs: is_triggered_only, ai_chance, add_political_power, is_historical_focus_on, set_country_flag, add_corps_commander_role
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.2
	title = r56_usa.2.t
	desc = r56_usa.2.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = r56_usa.2.c
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		army_experience = 5
		air_experience = -5
		add_political_power = -5
	} {
		name = r56_usa.2.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		set_country_flag = rt56_arnold_in_the_field
		add_political_power = 5
		add_corps_commander_role = {
			Character = USA_henry_arnold
			traits = {
				unpopular air_force_ties organizer meticulous
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
		}
	} {
		name = r56_usa.2.b
		ai_chance = {
			base = 50
		}
		air_experience = 10
		set_country_flag = rt56_arnold_unlock_tt
		custom_effect_tooltip = available_chief_of_airforce
		show_ideas_tooltip = henry_arnold
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_das_inkareich
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_das_inkareich
	prerequisite = {
		focus = PRU_new_world_army
	}
	icon = GFX_goal_GER_restore_weimar
	x = -1
	y = 2
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_inkareich
			add_idea = PRU_inkareich_1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: CAT_acgs
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = CAT
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_ratify_the_durand_line
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_ratify_the_durand_line
	icon = GFX_goal_generic_forceful_treaty
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_two_peoples_one_heritage
	}
	relative_position_id = AFG_two_peoples_one_heritage
	mutually_exclusive = {
		focus = AFG_demand_a_compromise
	}
	available = {
		is_subject = no
		PAK = {
			owns_state = 442
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		remove_state_core = 442
		add_stability = -0.1
		add_war_support = -0.05
		custom_effect_tooltip = AFG_ratify_durand
		PAK = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Name List
Component: FRI
Source: game
File: common/names/r56_names.txt

Code:
FRI = {
	male = {
		names = {
			Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand Auguste Augustin Charles Daniel Denis Édouard Elie Étienne Eugène Félicien Félix Fernand François Frédéric Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Léopold Louis Lucien Mathieu Michel Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas
		}
	}
	female = {
		names = {
			Anne Marie Françoise Gisèle Marguerite Marianne Simone Anaïs Irène Nathalie Elsa
		}
	}
	surnames = {
		Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Bouët-Willaumez Boulanger Bourbaki Bugeaud Caillard Canrobert Courbet Cousin-Montauban de Castellane de Castelnau de Langle de Cary de Montaignac de Saint Arnaud Dubail Dubois Duchêne Dupetit-Thouars Exelmans Forey Gouraud Guillaumat Hamelin Harispe Hoche Humbert Lebouef Péllissier Vaillant Martin Poisson Lefebvre Delaforge Leroy Marchand Beaulieu Verdier Bloch Charpentier Lapierre Petit Polignac Durand Robert Thomas Moreau Roux Morel Fournier Girard Bonnet Dupont Lambert Fontaine Rousseau Lefevre Faure Mercier Blanc Guerin Boyer Garnier Chevalier Legrand Gauthier Perrin Robin Morin Roussel Gautier Masson Duval Dumont Marie Lemaire Dufour Meunier Brun Blanchard Giraud Joly Rivière Lucas Brunet Gaillard Barbier Arnaud Roche Renard Roy Leroux Colin Vidal Caron Picard Fabre Aubert Lemoine Renaud Dumas Lacroix Bourgeois Rey Leclerc Payet Rolland Leclercq Lecomte Dupuy Guillot Berger Carpentier Moulin Deschamps Huet Vasseur Boucher Fleury Royer Jacquet Poirier Paris Maillard Menard Baron Bertin Bailly Le Gall Laporte Lejeune Perret Maréchal Lemaitre
	}
	callsigns = {
		Dragon Flèche Tigre Corbeau Escargot Grenouille Andouillette Hérisson Marte Goupil Pantoufle Soutane Eglantine Taiseux Epervier Aigle Faucon Hiboux
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_forming_an_indian_doctrine
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_forming_an_indian_doctrine
	icon = GFX_focus_RAJ_indian_gurkhas
	prerequisite = {
		focus = RAJ_indianize_the_army
	}
	x = 0
	y = 1
	relative_position_id = RAJ_indianize_the_army
	cost = 5
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 50
		add_war_support = 0.05
	}
}
### Entity: Country History
Country: QEM
Component: QEM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/QEM - Qemant.txt

Code:
# Misc for QEM
capital = 841
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_prussia_legacy
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, every_country, completion_reward, has_full_control_of_state
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_prussia_legacy
	icon = GFX_focus_ger_return_of_the_kaiser
	prerequisite = {
		focus = DNZ_dissolve_the_zentrum_party
	}
	x = 0
	y = 1
	relative_position_id = DNZ_dissolve_the_zentrum_party
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		has_war = no
		has_full_control_of_state = 85
		OR = {
			has_government = fascism neutrality
		}
	}
	completion_reward = {
		if = {
			limit = {
				ROOT = {
					is_subject_of = POL
				}
			}
			POL = {
				end_puppet = DNZ
			}
		} {
			limit = {
				has_idea = Danzig_ist_Deutsch
			}
			remove_ideas = Danzig_ist_Deutsch
		} {
			limit = {
				has_idea = DNZ_carl_jacob_burckhardt
			}
			remove_ideas = DNZ_carl_jacob_burckhardt
		} {
			limit = {
				has_idea = DNZ_reliance_on_militia
			}
			remove_ideas = DNZ_reliance_on_militia
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_cosmetic_tag = PRS
		set_global_flag = r56_DNZ_prussia_legacy
		ROOT = {
			add_state_core = 807 5 763 188
		}
		hidden_effect = {
			country_lock_all_division_template = no
		} {
			set_country_flag = r56_dnz_dont_lose_cores
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						OR = {
							original_tag = DNZ LIT POL GER ENG FRA DEN CZE AUS SOV ITA SWE
						}
					}
					news_event = {
						hours = 12
						id = r56.news_event.1118
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_union_with_the_pcv
Constructs: prerequisite, limit, completion_reward, is_subject, has_army_manpower, is_core_of, every_state, is_claimed_by
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_union_with_the_pcv
	prerequisite = {
		focus = PRU_drive_out_the_banana_companies
	}
	icon = GFX_goal_VEN_communism_banned
	x = -1
	y = 3
	relative_position_id = PRU_revive_the_bolivarian_dream
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 120000
		}
		493 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		306 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		486 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		any_state = {
			is_core_of = VEN
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
		VEN = {
			communism = > 0.3
		}
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = VEN
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = VEN
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = VEN
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					is_core_of = VEN
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_establish_the_coorperate_state
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_establish_the_coorperate_state
	icon = GFX_goal_generic_state_economy
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_oduffy_expulsion IRE_oust_the_moderates
	}
	relative_position_id = IRE_oust_the_moderates
	mutually_exclusive = {
		focus = IRE_agricultural_pasturing
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = IRE_establish_the_coorperate_state
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: USA_mark_clark
Source: game
File: common/characters/USA.txt

Code:
USA_mark_clark = {
	name = USA_mark_clark
	portraits = {
		army = {
			small = GFX_idea_mark_clark
		} {
			large = GFX_portrait_USA_mark_clark
		}
	}
	advisor = {
		slot = high_command
		idea_token = mark_clark
		ledger = army
		allowed = {
			original_tag = USA
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			trait_reckless infantry_officer
		}
		skill = 3
		attack_skill = 4
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: Character
Component: NGA_democratic_guy
Constructs: has_government
Source: game
File: common/characters/NGA.txt

Code:
NGA_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NGA_democratic_guy
		allowed = {
			original_tag = NGA
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_2 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.05
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.05
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_light_tank_recon
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_armor.txt

Code:
EAI_PR_STRATEGIES_light_tank_recon = {
	if = {
		limit = {
			EAI_light_armor_tank_recon_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_light_tank_recon
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:gwtank_chassis
				} {
					_prio_val = prio_cat
				}
				date = > 1937.6.1
				EAI_light_armor_tank_recon_tech_focus = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_light_tank_chassis
				} {
					_prio_val = prio_cat
				}
				date = > 1938.6.1
				EAI_light_armor_tank_recon_tech_focus = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Idea
Component: CZE_directorate_of_fortification_works_gd_idea_2
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_directorate_of_fortification_works_gd_idea_2 = {
	name = CZE_directorate_of_fortification_works_no_gd_idea
	picture = ast_naval_auxiliary_patrol
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.05
		sp_land_stronghold_network_speed_factor = 0.5
		bunker_max_level_terrain_limit = 1
	}
	research_bonus = {
		cat_fortification = 0.15
	}
}
### Entity: Idea
Component: BRA_anaue_idea
Constructs: removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_anaue_idea = {
	allowed = {
		tag = BRA
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}
}
### Entity: Unit Leader
Component: 8
Source: game
File: common/unit_leader/00_skills.txt

Code:
8 = {
	cost = 12800
	type = navy
	modifier = {

	}
}