Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_czech_tanks
Constructs: prerequisite, limit, has_war_with, completion_reward, has_dlc, add_mio_size
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_czech_tanks
	icon = GFX_focus_PER_czech_tanks
	prerequisite = {
		focus = PER_expand_military_facilities
	}
	x = -1
	y = 1
	relative_position_id = PER_expand_military_facilities
	mutually_exclusive = {
		focus = PER_german_tanks
	}
	cost = 10
	available = {
		CZE = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		CZE = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = CZE_skoda_armor_organization
			mio:CZE_skoda_armor_organization = {
				add_mio_size = 1
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = CZE_skoda_armor
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_german_scientists
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_german_scientists
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = SAF_support_the_german_coup
	}
	x = -2
	y = 5
	relative_position_id = SAF_support_the_afrikaner_broederbond
	available = {
		GER = {
			has_government = fascism
		}
	} {
		is_in_faction_with = GER
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		GER = {
			add_to_tech_sharing_group = axis_research
		}
		add_to_tech_sharing_group = axis_research
	}
}
### Entity: Character
Component: DOM_honoracio_yuna_robles
Source: game
File: common/characters/DOM.txt

Code:
DOM_honoracio_yuna_robles = {
	advisor = {
		slot = navy_chief
		idea_token = DOM_honoracio_yuna_robles
		allowed = {
			original_tag = DOM
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Honoracio Yuna Robles
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_fund_further_monoplane_experiments
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_fund_further_monoplane_experiments
	icon = GFX_goal_CZE_fund_further_monoplane_experiments
	x = -1
	y = 1
	relative_position_id = CZE_walter_engines
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_walter_engines
	} {
		focus = CZE_R56_expand_aircraft_production
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Avia B.634
				type = small_plane_airframe_0
				parent_version = 1
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
					engine_type_slot = engine_3_1x
					special_type_slot_1 = armor_plate_small
					special_type_slot_2 = empty
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = ROOT
			}
			air_experience = 10
			else = {
				add_tech_bonus = {
					name = air_bonus
					ahead_reduction = 0.5
					bonus = 1
					uses = 1
					category = air_equipment
				}
				air_experience = 100
			}
		}
	}
}
### Entity: Name List
Component: KUB
Source: game
File: common/names/r56_names.txt

Code:
KUB = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
		surnames = {
			Alexseyeva Antonova Azarova Badanova Chibisova Dragomirova Frolova Golivina Grishina Gurkova Ivanova Ivannikova Kriuchenkina Konstantinova Biryukova Lazareva Makarova Menshikova Nakhimova Nebogatova Nikolaevicha Nikitina Ostrovskia Pavlova Putyatina Rozhestvenskaya Skobeleva Shuvalova Surkova Nevzhinskaya Yegorova Yudenicha Vorontsova Volkhina Zavoyko Danilova Moskalenko Tanaschishin Zakharchenko Novikova Volkhina Udovichenko Skornyakova Shcheglova Shabunina Cherkasova Chernykh Filippova Ukhova Kapranova Zhuravleva Kostenitsyna Glushchenkova
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Chibisov Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Kriuchenkin Konstantinov Biryukov Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Rozhestvensky Skobelev Shuvalov Surkov Nevzhinsky Yegorov Yudenich Vorontsov Volkhin Zavoyko Danilov Moskalenko Tanaschishin Zakharchenko Novikov Volkhin Udovichenko Skornyakov Shcheglov Shabunin Cherkasov Chernykh Filippov Ukhov Kapranov Zhuravlev Kostenitsyn Savchuk Glushchenko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: Event
Component: cold_war.2
Constructs: is_triggered_only, has_government, owns_state, fire_only_once, has_country_leader, retire_character, add_country_leader_role, random_days
Source: game
File: events/Cold_War.txt

Code:
news_event = {
	id = cold_war.2
	picture = GFX_news_event_african_desert_partisans
	title = cold_war.2.t
	desc = cold_war.2.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		NOT = {
			owns_state = 659 856
		}
		has_country_leader = {
			character = YEM_imam_yahya
			ruling_only = yes
		}
	}
	immediate = {
		hidden_effect = {
			retire_character = YEM_imam_yahya
			add_country_leader_role = {
				character = YEM_abdullah_bin_ahmed_al_wazir
				promote_leader = yes
				country_leader = {
					ideology = conservatism_n
					expire = 1965.1.1.1
					traits = {
						war_industrialist
					}
				}
			}
		}
	}
	option = {
		name = cold_war.2.a
		hidden_effect = {
			country_event = {
				id = cold_war.3
				days = 10
				random_days = 10
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_japanese_naval_cooperation
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_japanese_naval_cooperation
	icon = GFX_focus_GER_japanese_naval_cooperation
	prerequisite = {
		focus = GER_befriend_japan
	}
	x = 2
	y = 1
	relative_position_id = GER_befriend_japan
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = JAP
		}
		has_government = fascism
		JAP = {
			is_subject = no
			OR = {
				is_in_faction = no
				has_government = fascism
				NOT = {
					any_allied_country = {
						has_war_with = ROOT
					}
				}
			}
		}
		any_controlled_state = {
			OR = {
				is_on_continent = asia australia
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.75
			uses = 2
			category = mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_carrier_and_modules
		}
		navy_experience = 25
		JAP = {
			country_event = {
				id = wuw_GER_diplomacy.26
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			every_country = {
				limit = {
					OR = {
						AND = {
							original_tag = GER
							has_government = fascism
						} {
							original_tag = JAP
							has_government = fascism
						}
					}
				}
				add_to_tech_sharing_group = GER_JAP_naval_tech_sharing
			}
			add_named_threat = {
				threat = 2
				name = GER_japanese_naval_cooperation
			}
		}
	}
}
### Entity: Idea
Component: SWE_military_buildup
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_military_buildup = {
	picture = man_five_year_plan_tank
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: hierarch_minister_of_corporations
Constructs: industrial_capacity_factory, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
hierarch_minister_of_corporations = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	fascism_drift = 0.05
	industrial_capacity_factory = 0.05
	industrial_capacity_dockyard = 0.05
	custom_modifier_tooltip = ITA_hierarch_bop_tt
}
### Entity: Scripted Trigger
Component: NOR_char_cw_labor_only
Constructs: has_completed_focus, has_government
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_char_cw_labor_only = {
	has_government = democratic
	NOT = {
		has_completed_focus = NOR_vote_of_no_confidence
	}
}
### Entity: National Focus
Component: bra_mercosul_militar_focus
Constructs: prerequisite, has_war, limit, completion_reward, is_subject, is_in_faction, has_army_manpower, set_global_flag
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_mercosul_militar_focus
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = bra_mercosul_focus
	}
	relative_position_id = bra_mercosul_focus
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			threat = > 0.12
			has_army_manpower = {
				size = > 99999
			}
			has_war = yes
		}
	}
	completion_reward = {
		set_global_flag = bra_doutrina_contestada
		custom_effect_tooltip = bra_mercosul_militar_tooltip
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_defensive_democratic
				name = defensul
			}
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = defensul
		}
		news_event = {
			days = 1
			id = r56.news_event.42
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: SIL
Component: SIL_characters
Constructs: recruit_character
Source: game
File: history/countries/SIL - Silesia.txt

Code:
# Leaders & Characters for SIL
recruit_character = SIL_jozsef_kozdon SIL_alexander_hochberg
### Entity: Idea
Component: NAV_coi
Source: game
File: common/ideas/navarra.txt

Code:
NAV_coi = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = NAV
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Scripted Effect
Component: CHI_unity_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_unity_level_down = {
	if = {
		limit = {
			has_idea = CHI_chinese_unity_2
		}
		swap_ideas = {
			remove_idea = CHI_chinese_unity_2
			add_idea = CHI_chinese_unity_1
		}
	}
	else_if = {
		limit = {
			has_idea = CHI_chinese_unity_3
		}
		swap_ideas = {
			remove_idea = CHI_chinese_unity_3
			add_idea = CHI_chinese_unity_2
		}
	} {
		limit = {
			has_idea = CHI_chinese_unity_4
		}
		swap_ideas = {
			remove_idea = CHI_chinese_unity_4
			add_idea = CHI_chinese_unity_3
		}
	} {
		limit = {
			has_idea = CHI_chinese_unity_1
		}
		remove_ideas = CHI_chinese_unity_1
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_autogestion
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_autogestion
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_appropriate_the_means_of_production
	}
	icon = GFX_goal_generic_production
	x = -1
	y = 1
	relative_position_id = SPR_appropriate_the_means_of_production
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SPR_anarchist_society_2
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_2
				add_idea = SPR_anarchist_society_3
			}
		}
		else_if = {
			limit = {
				has_idea = SPR_anarchist_society_5
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_5
				add_idea = SPR_anarchist_society_6
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_8
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_8
				add_idea = SPR_anarchist_society_9
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_11
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_11
				add_idea = SPR_anarchist_society_12
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_13
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_13
				add_idea = SPR_anarchist_society_14
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPR_anarchist_society_2
					add_idea = SPR_anarchist_society_3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_royal_corporatism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_royal_corporatism
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	prerequisite = {
		focus = VIN_cooperation_with_landlords
	} {
		focus = VIN_the_hoi_quy_toc
	}
	completion_reward = {
		add_ideas = VIN_royal_corporatism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 35
	y = 3
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_12
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_12 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_13
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_13
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_13
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_13
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.07
		army_defence_factor = -0.14
		conscription_factor = -0.14
		army_morale_factor = -0.14
		army_org_factor = -0.14
	}
}
### Entity: Event
Component: AAT_Sweden.31
Constructs: is_triggered_only, ai_chance, has_war_support, is_in_faction, has_opinion, set_country_flag, create_wargoal, take_state_focus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.31
	title = AAT_Sweden.31.t
	desc = AAT_Sweden.31.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
			modifier = {
				has_war_support = < 0.4
				factor = 1.25
			} {
				is_in_faction = no
				add = 8
			} {
				has_opinion = {
					target = FROM
					value = > 0.79
				}
				factor = 1.25
			} {
				is_in_faction = yes
				strength_ratio = {
					tag = FROM
					ratio = < 2.5
				}
				factor = 0.5
			}
		}
		name = AAT_Sweden.31.a
		FROM = {
			transfer_state = 910
			country_event = {
				id = AAT_Sweden.32
				hours = 6
			}
			set_country_flag = SWE_DEN_gave_bornholm
		}
		custom_effect_tooltip = AAT_Sweden.31.a_tt
	} {
		name = AAT_Sweden.31.b
		ai_chance = {
			base = 1
			modifier = {
				is_in_faction = yes
				factor = 5
			} {
				strength_ratio = {
					tag = FROM
					ratio = < 0.6
				}
				factor = 3
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = {
						910
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden.33
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: SOV_mass_firearms_production
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_mass_firearms_production = {
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Modifier Reference
Construct: naval_critical_score_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_critical_score_chance_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NCY_2000.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = NCY
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Country History
Country: BRB
Component: BRB_technology
Constructs: set_technology
Source: game
File: history/countries/BRB - Barbados.txt

Code:
# Starting Technologies for BRB
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: Country History
Country: UGA
Component: UGA_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/UGA - Uganda.txt

Code:
# Misc for UGA
capital = 548
set_convoys = 0
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
		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: Modding Documentation
Construct: political_power_daily
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### political_power_daily
* description: Checks if daily political power increase is more or less that specified value 
 political_power_daily > 1.5
* (Auto generated using the trigger with same name)
### Entity: Trigger Reference
Construct: alliance_naval_strength_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## alliance_naval_strength_ratio

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Compares the estimated naval strength between the scope country, his allies and his enemies.
```
### Entity: Character
Component: LUX_aloyse_glodt
Source: game
File: common/characters/LUX.txt

Code:
LUX_aloyse_glodt = {
	advisor = {
		slot = high_command
		idea_token = LUX_aloyse_glodt
		ledger = army
		allowed = {
			original_tag = LUX
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Aloyse Glodt
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Technology
Component: amphibious_mechanized_infantry
Constructs: has_war_with, enable_equipments, enable_subunits, research_cost, has_capitulated
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		amphibious_mechanized_equipment_1
	}
	enable_subunits = {
		amphibious_mechanized
	}
	path = {
		leads_to_tech = amphibious_mechanized_infantry_2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1941
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -4
			y = 10
		}
	}
	categories = {
		motorized_equipment infantry_tech cat_mechanized_equipment tp_tech cat_light_armor
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 2
		modifier = {
			tag = USA
			factor = 2
		} {
			tag = JAP
			factor = 1.5
		} {
			tag = ENG
			factor = 1.5
		} {
			tag = CAN
			NOT = {
				OR = {
					has_war_with = USA
					USA = {
						has_capitulated = yes
					}
				}
			}
			factor = 1.5
		}
	}
}
### Entity: Idea
Component: SWE_anti_jap_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_jap_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = JAP
		defense_bonus_against = 0.15
	}
}
### Entity: Modifier Reference
Construct: line_change_production_efficiency_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## line_change_production_efficiency_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: National Focus
Tree: hun_focus
Component: HUN_demand_transylvania
Constructs: prerequisite, has_war_with, completion_reward, is_puppet, is_in_faction_with, has_army_manpower, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_demand_transylvania
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = HUN_reaffirm_territorial_claims
	}
	x = -1
	y = 1
	relative_position_id = HUN_reaffirm_territorial_claims
	will_lead_to_war_with = ROM
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {
		ROM = {
			controls_state = 76 83 84
		}
		is_puppet = no
		NOT = {
			is_in_faction_with = ROM
		} {
			has_war_with = ROM
		}
		strength_ratio = {
			tag = ROM
			ratio = > 0.66
		}
		has_army_manpower = {
			size = > 200000
		}
	}
	bypass = {
		OR = {
			664 = {
				OWNER = {
					has_war_with = ROOT
				}
			}
			NOT = {
				ROM = {
					controls_state = 76 83 84
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = HUN_demands_tt
		ROM = {
			country_event = {
				id = DOD_hungary.50
			}
		}
		hidden_effect = {
			news_event = {
				id = news.300
			}
		}
	}
}
### Entity: Character
Component: ENG_william_platt
Source: game
File: common/characters/ENG.txt

Code:
ENG_william_platt = {
	name = ENG_william_platt
	portraits = {
		army = {
			large = GFX_portrait_ENG_william_platt
			small = GFX_portrait_ENG_william_platt_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Idea
Component: JAP_nippon_oil
Constructs: research_bonus
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_nippon_oil = {
	picture = generic_refining_concern_1
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_87
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_87 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 87
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 87
	}
}