Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_japan.12
Constructs: is_triggered_only, ai_chance, owns_state, add_opinion_modifier, fire_only_once, is_ally_with
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = r56_japan.12
	title = r56_japan.12.t
	desc = r56_japan.12.desc
	picture = GFX_report_event_japan_army_mountainside
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_japan.12.a
		ai_chance = {
			base = 50
		}
	} {
		name = r56_japan.12.b
		trigger = {
			INS = {
				is_ally_with = JAP
				controls_state = 1142
				owns_state = 1142
			}
		}
		721 = {
			transfer_state_to = INS
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		INS = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
		ai_chance = {
			base = 25
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_paul_emile_janson
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, allow_branch, has_game_rule, add_country_leader_role
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_paul_emile_janson
	icon = GFX_focus_BEL_paul_emile_janson
	prerequisite = {
		focus = BEL_royal_intervention
	}
	mutually_exclusive = {
		focus = BEL_degrelle
	}
	relative_position_id = BEL_royal_intervention
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_COMPLETED_BY_EVENT
	}
	x = -2
	y = 1
	cost = 0
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BEL_degrelle BEL_vandervelde_minority
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = BEL_auto_complete_royal_intervention_tt
			always = no
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_royal_intervention_complete_janson_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_country_leader_role = {
				character = BEL_paul_emile_janson
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						BEL_royal_appointee
					}
				}
			}
			set_party_name = {
				ideology = democratic
				long_name = BEL_liberal_party_long
				name = BEL_liberal_party
			}
			remove_ideas = BEL_collapsing_government_ns
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: trade_policy_closing
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/trade_policy_reform_scripted_effects.txt

Code:
trade_policy_closing = {
	custom_effect_tooltip = trade_policy_closing_tooltip
	if = {
		limit = {
			has_idea = limited_exports
		}
		swap_ideas = {
			remove_idea = limited_exports
			add_idea = closed_economy
		}
	} {
		limit = {
			has_idea = export_focus
		}
		swap_ideas = {
			remove_idea = export_focus
			add_idea = limited_exports
		}
	} {
		limit = {
			has_idea = free_trade
		}
		swap_ideas = {
			remove_idea = free_trade
			add_idea = export_focus
		}
	}
}
### Entity: Idea
Component: FRA_legionary_service_order
Constructs: removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_legionary_service_order = {
	picture = ast_volunteer_defence_corps
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_growth = -0.1
	}
}
### Entity: Unit Leader
Component: meticulous
Constructs: planning_speed, is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
meticulous = {
	type = land
	trait_type = personality_trait
	modifier = {
		planning_speed = -0.25
		max_planning = 0.25
	}
	planning_skill_factor = 1
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_clear_active_difficulty_bonus
Constructs: limit, has_country_flag, clr_country_flag, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_clear_active_difficulty_bonus = {
	clr_country_flag = EAI_difficulty_bonus_active EAI_dynamic_difficulty_bonus_active
	EAI_DIFFICULTY_clear_equipment_modifier_HARD = yes
	EAI_DIFFICULTY_clear_equipment_modifier_VERY_HARD = yes
	EAI_DIFFICULTY_clear_equipment_modifier_INSANE = yes
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_config_COUNTRY
			}
		}
		EAI_DIFFICULTY_clear_difficulty_custom_modifiers = yes
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = EAI_difficulty_bonus_modifier
			}
		}
		remove_dynamic_modifier = {
			modifier = EAI_difficulty_bonus_modifier
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = EAI_dynamic_difficulty_bonus_modifier
			}
		}
		remove_dynamic_modifier = {
			modifier = EAI_dynamic_difficulty_bonus_modifier
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_invade_the_soviets
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_invade_the_soviets
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = LIE_eradicate_communism
	}
	x = 0
	y = 1
	relative_position_id = LIE_eradicate_communism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		country_exists = SOV
		NOT = {
			is_in_faction_with = SOV
			SOV = {
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			target = SOV
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Idea
Component: NAV_stc
Source: game
File: common/ideas/navarra.txt

Code:
NAV_stc = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = NAV
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.61
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_opinion_modifier, has_dlc, send_embargo
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.61
	title = AAT_Sweden_flashpoints.61.t
	desc = AAT_Sweden_flashpoints.61.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.61.a
		trigger = {
			NOT = {
				has_war_with = FROM
			}
		}
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			send_embargo = FROM
		}
		else = {
			add_opinion_modifier = {
				target = FROM
				modifier = SWE_embargoed_us
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.62
				hours = 1
			}
		}
	} {
		name = AAT_Sweden_flashpoints.61.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Unit Template
Component: BEL_ARM_01
Source: game
File: common/units/names_divisions/BEL_names_divisions.txt

Code:
BEL_ARM_01 = {
	name = Tank Division
	for_countries = {
		BEL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dème Division de Chars
	ordered = {
		1 = {
			%dère Division de Chars
		}
		2 = {
			%dème Division de Chars
		}
		3 = {
			%dème Division de Chars
		}
		4 = {
			%dème Division de Chars
		}
		5 = {
			%dème Division de Chars
		}
		6 = {
			%dème Division de Chars
		}
		7 = {
			%dème Division de Chars
		}
		8 = {
			%dème Division de Chars
		}
		9 = {
			%dème Division de Chars
		}
		10 = {
			%dème Division de Chars
		}
	}
}
### Entity: Name List
Component: CRI
Source: game
File: common/names/tymodern_names.txt

Code:
CRI = {
	male = {
		names = {
			Aibek Alikhan Alisher Arman Aslan Aybek Azat Bolat Bulat Erasyl Islam Makhmud Mukhamed Mukhammed Nurasyl Nurislam Nurzhan Ramazan Ruslan Rustam Serik Shamil Sukhrab Talgat Temir Timur
		}
	}
	female = {
		names = {
			Aiday Aiman Aina Aliya Anar Anara Anargul Aruzhan Ayaulym Ayna Aynur Bibigul Gulnar Gulnara Gulnaz Inkar Inzhu Madina Saltanat Sezim Zhuldyz
		}
	}
	surnames = {
		Abaev Abdulayev Abdulin Adelzhanov Aibekov Aitmukhambetov Akhmetov Aliev Alikhanov Alimov Aliyev Almatyev Amangeldiev Amirov Aruzhanov Astana Asylmuratov Aubakirov Aybekov Azizov Babaev Baizhanov Bolatov Erjanov Erzhanov Ibragimov Idrisov Isaev Iskakov Islamov Ismailov Kadyrov Karimov Kasymov Khasanov Kudaibergenov Kurbanov Kusainov Maksatov Malzagov Mendygaliev Musaev Mustafin Nazarbayev Niyazov Niyazymbetov Nurasylov Nurgaliev Nurislamov Nursultanov Nurzhanov Omarov Ospan Rakhimov Ramadanov Ramazanov Rasulov Salimov Sapiyev Sarsenbaev Sarsenov Serikbaev Serikov Sharipov Shumenov Sultanbekov Sultanov Sydykov Talgatov Tazhibaev Temirov Tursynbekov Umarov Usmanov Yuldashev Ynusov Yusupov Zhanibekov Zhaparov Zhumabekov Zhunusov Zhusupov
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = SLO_aviation_effort
	}
	mutually_exclusive = {
		focus = SLO_fighter_focus
	}
	relative_position_id = SLO_aviation_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1
			uses = 1
			category = heavy_air tactical_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: venezuela.32
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.32
	picture = GFX_report_event_generation_of_28
	title = venezuela.32.t
	desc = venezuela.32.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.32.a
		add_political_power = 10
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = VEN_kotepa_delgado VEN_gustavo_machado_morales VEN_romulo_betancourt
	}
}
### Entity: Idea
Component: POR_reactionary_resistance3
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_reactionary_resistance3 = {
	name = POR_reactionary_resistance
	picture = chi_war_of_resistance2
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.2
		stability_factor = -0.05
		neutrality_drift = 0.01
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_for_afghania
Constructs: add_equipment_to_stockpile, prerequisite, has_war, add_stability, completion_reward, has_global_flag, add_manpower
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_support_for_afghania
	icon = GFX_goal_generic_attack_allies
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_the_bannu_resolution
	}
	relative_position_id = AFG_the_bannu_resolution
	mutually_exclusive = {
		focus = AFG_unification_or_death
	}
	available = {
		has_global_flag = peshawar_conference_over
		442 = {
			owner = {
				controls_state = 442
				NOT = {
					tag = AFG
				}
				has_war = yes
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.1
		transfer_state = 442
		PAK = {
			add_manpower = 10000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1000
			}
			diplomatic_relation = {
				country = ROOT
				relation = non_aggression_pact
				active = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: indonesia.38
Constructs: is_triggered_only, ai_chance, remove_state_claim, declare_war_on, take_state_focus
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.38
	title = indonesia.38.t
	desc = indonesia.38.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = indonesia.38.a
		remove_state_claim = 721
		ai_chance = {
			base = 25
		}
	} {
		name = indonesia.38.b
		ai_chance = {
			base = 75
		}
		declare_war_on = {
			target = FROM
			type = take_state_focus
			generator = {
				721
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_military_excercises
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_military_excercises
	icon = GFX_focus_generic_little_entente
	relative_position_id = CHL_promote_pan_hispanic_rhetoric
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_promote_pan_hispanic_rhetoric
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_WAR_SUPPORT
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_timed_idea = {
			idea = CHL_fascist_military_excercises
			days = 365
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_offer_concessions_for_labrador_and_newfoundland
Constructs: prerequisite, owns_state, has_war_with, has_country_flag, completion_reward, is_owned_by, is_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_offer_concessions_for_labrador_and_newfoundland
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = CAN_skewer_the_eagle CAN_pinion_the_eagle CAN_reject_authoritarianism
	}
	x = -2
	y = 4
	relative_position_id = CAN_swastika_clubs
	mutually_exclusive = {
		focus = CAN_demand_labrador_and_newfoundland
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		} {
			has_war_with = ENG
		}
		473 = {
			is_owned_by = CAN
			is_controlled_by = CAN
		}
		ENG = {
			owns_state = 331 332
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = CAN_offer_concessions_for_labrador_tooltip
		effect_tooltip = {
			CAN = {
				give_resource_rights = {
					receiver = ENG
					state = 473
				}
			}
		}
		ENG = {
			country_event = {
				id = tfv_canada.63
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GYA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GYA
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Scripted Trigger
Component: EAI_ASW_CL_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_CL_tech_focus = {
	num_of_naval_factories = > 5
	check_variable = {
		EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_prioritize_army
Constructs: prerequisite, completion_reward, is_subject, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_prioritize_army
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = DEN_institute_corporatism DEN_experimental_technology DEN_assault_troops
	}
	mutually_exclusive = {
		focus = DEN_prioritize_navy
	}
	relative_position_id = DEN_march_on_the_capital
	x = 1
	y = 4
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_org = 0.05
			tooltip = army_org_factor_tt
		} {
			DEN_haeren_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		} {
			DEN_haeren_army_attack = 0.05
			tooltip = army_attack_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = DEN_prioritize_army
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: ENG_tackle_fascism_idea_2
Constructs: fascism_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_tackle_fascism_idea_2 = {
	name = ENG_tackle_fascism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		fascism_drift = -0.02
	}
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	picture = generic_fascism_banned
	removal_cost = -1
}
### Entity: AI Strategy
Component: GER_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = stabilizer
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 4
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers stabilizer tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: State History
Component: 1067
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1067-Chubut.txt

Code:
state = {
	id = 1067
	name = STATE_1067
	manpower = 304182
	state_category = rural
	resources = {
		oil = 4
	}
	history = {
		owner = ARG
		add_core_of = ARG
		add_to_array = {
			state_victory_points = 10953
		} {
			state_victory_points = 8161
		}
		buildings = {
			infrastructure = 1
			10953 = {
				naval_base = 1
			}
		}
		victory_points = {
			10953 1
		} {
			8161 1
		}
	}
	provinces = {
		8161 8176 10953 11005 13365 13366 13356
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ins_focus
Component: INS_concessions_to_the_nationalists
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_historical_focus_on, add_autonomy_score, add_popularity, swap_ideas
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_concessions_to_the_nationalists
	icon = GFX_focus_generic_concessions
	x = -1
	y = 1
	relative_position_id = INS_jewel_of_the_pacific
	prerequisite = {
		focus = INS_jewel_of_the_pacific
	}
	ai_will_do = {
		factor = 40
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 10
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = INS_political_reforms
		}
		add_political_power = 50
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		add_stability = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		swap_ideas = {
			remove_idea = INS_political_idea_2
			add_idea = INS_political_idea_3
		}
		show_ideas_tooltip = INS_sutomo INS_husni_thamrin
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CHI_royal_court
Constructs: research_speed_factor, stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_royal_court = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		neutrality_drift = 0.01
		stability_factor = 0.05
		political_power_factor = 0.1
		research_speed_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: AI Strategy
Component: EAI_GER_ignore_spr
Constructs: has_government, has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_ignore_spr = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_government = fascism
		has_war_with = SOV
	}
	abort = {
		NOT = {
			has_war_with = SOV
		}
	}
	ai_strategy = {
		type = ignore
		id = SPR
		value = 500
	} {
		type = ignore
		id = D01
		value = 500
	}
}
### Entity: Unit Template
Component: DEN_MAR_01
Source: game
File: common/units/names_divisions/DEN_names_divisions.txt

Code:
DEN_MAR_01 = {
	name = Marine Division
	for_countries = {
		DEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Marinedivision
	ordered = {
		21 = {
			Frømandskorpset
		}
		1 = {
			%d. Marinedivision
		}
		2 = {
			%d. Marinedivision
		}
		3 = {
			%d. Marinedivision
		}
		4 = {
			%d. Marinedivision
		}
		5 = {
			%d. Marinedivision
		}
		6 = {
			%d. Marinedivision
		}
		7 = {
			%d. Marinedivision
		}
		8 = {
			%d. Marinedivision
		}
		9 = {
			%d. Marinedivision
		}
		10 = {
			%d. Marinedivision
		}
	}
}
### Entity: Character
Component: JAP_kiyosada_koda
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_kiyosada_koda = {
	name = JAP_kiyosada_koda
	portraits = {
		army = {
			large = GFX_portrait_JAP_kiyosada_koda
			small = GFX_portrait_JAP_kiyosada_koda_small
		}
	}
	corps_commander = {
		traits = {
			trait_JAP_kodoha_sympathizer organizer
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = JAP_grand_army_purge JAP_sway_disillusioned_young_officers
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_enlist_the_bashkimi_kombetar
Constructs: division_template, prerequisite, completion_reward, is_subject_of, add_dynamic_modifier, create_unit, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_enlist_the_bashkimi_kombetar
	icon = GFX_focus_ITA_albanian_fascist_militia
	prerequisite = {
		focus = ITA_negotiations_with_albania
	}
	x = 0
	y = 1
	relative_position_id = ITA_negotiations_with_albania
	cost = 5
	available = {
		44 = {
			controller = {
				OR = {
					tag = ROOT
					is_subject_of = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		44 = {
			add_dynamic_modifier = {
				modifier = ITA_cooperatives_for_intensive_exploitation_dm
			}
		} {
			custom_effect_tooltip = ITA_enlist_the_bashkimi_kombetar_spawn_divs_tt
			hidden_effect = {
				create_unit = {
					division = division_template = "Camicie Nere" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
					count = 4
				}
			}
		}
		custom_effect_tooltip = ITA_redshirts_div_cap_12_tt
		hidden_effect = {
			add_to_variable = {
				ITA_militias_cap = 12
			}
			set_division_template_cap = {
				division_template = Camicie Rosse
				division_cap = ITA_militias_cap
			}
		}
	}
}