Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SOV_scorched_earth_german_front_moscow
Constructs: has_war_with, has_country_flag, has_manpower, has_political_power, has_idea
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_scorched_earth_german_front_moscow = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_war_with = GER
		NOT = {
			has_country_flag = SOV_barbarossa_scorched_earth_delay
		} {
			has_manpower = < 1000000
			has_political_power = < 200
			OR = {
				has_idea = volunteer_only limited_conscription extensive_conscription
			}
		}
		count_triggers = {
			amount = 1
			219 = {
				CONTROLLER = {
					has_war_with = SOV
				}
			}
			246 = {
				CONTROLLER = {
					has_war_with = SOV
				}
			}
			242 = {
				CONTROLLER = {
					has_war_with = SOV
				}
			}
			205 = {
				CONTROLLER = {
					has_war_with = SOV
				}
			}
			223 = {
				CONTROLLER = {
					has_war_with = SOV
				}
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				has_war_with = GER
			}
			strength_ratio = {
				tag = GER
				ratio = > 1.5
			}
			date = > 1944.1.1
		}
		controls_state = 220 224 243 207 210
	}
	ai_strategy = {
		type = scorched_earth_prio
		id = SOV
		states = {
			219 246 242 205 223
		}
	}
}
### Entity: Scripted Effect
Component: raj_calculate_attitude
Constructs: set_variable, investor_bonus, add_to_variable
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_calculate_attitude = {
	set_variable = {
		investor_bonus = investor_relations
	} {
		investors_timeout = investor_relations
	}
	clamp_variable = {
		var = investor_bonus
		min = 0
		max = 100
	} {
		var = investors_timeout
		min = 0
		max = 100
	}
	multiply_variable = {
		investor_bonus = 5
	} {
		investor_bonus = 0.01
	} {
		investor_bonus = 0.05
	} {
		investors_timeout = 5
	} {
		investors_timeout = 0.01
	} {
		investors_timeout = 10
	} {
		investors_timeout = -1
	}
	round_variable = investor_bonus investors_timeout
	add_to_variable = {
		investor_bonus = 0.05
	} {
		investors_timeout = -130
	} {
		investors_timeout = num_of_investments_days
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_purge
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, retire_character, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_purge
	icon = GFX_focus_SIA_the_purge
	x = -1
	y = 1
	relative_position_id = SIA_and_spring_the_trap
	prerequisite = {
		focus = SIA_and_spring_the_trap
	}
	mutually_exclusive = {
		focus = SIA_military_oversight_bureau
	}
	cost = 5
	ai_will_do = {
		factor = 50
	}
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		retire_character = SIA_luang_chawengsaksongkhram SIA_mangkorn_phromyothi SIA_luang_haansongkhram SIA_phichit_kriangsakphichit SIA_jira_wichitsongkhram SIA_phichit_kriangsakphichit
		custom_effect_tooltip = newline_tt SIA_the_songsuradet_rebellion_historical_tt2 newline_tt
		add_timed_idea = {
			idea = idea_SIA_purged_military
			days = 365
		}
		effect_tooltip = {
			add_ideas = idea_SIA_rehabilitated_military
		}
	}
}
### Entity: Idea
Component: NZL_maori_conscription
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_maori_conscription = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		conscription = 0.01
		stability_factor = -0.05
	}
}
### Entity: Name List
Component: ALT
Source: game
File: common/names/tymodern_names.txt

Code:
ALT = {
	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: Shared Focus
Tree: kmt_focus
Component: KMT_crackdown_on_the_confucianists
Constructs: shared_focus, prerequisite, remove_ideas, has_government, completion_reward, add_manpower
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_crackdown_on_the_confucianists
	icon = GFX_focus_generic_communism_anti_fascism
	prerequisite = {
		focus = KMT_declare_the_peoples_republic
	}
	available = {
		has_government = communism
	}
	x = 1
	y = 3
	cost = 7.2
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	relative_position_id = KMT_declare_the_peoples_republic
	completion_reward = {
		remove_ideas = KMT_confucian_opposition
		add_manpower = -3500
	}
}
### Entity: Character
Component: ARG_peronism_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_peronism_trait = {
	sprite = 13
	random = no
	army_core_defence_factor = 0.05
	political_power_factor = 0.1
	stability_factor = 0.05
	production_factory_max_efficiency_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CAN_social_gospel
Constructs: stability_factor, mobilization_speed, communism_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CAN_social_gospel = {
	random = no
	sprite = 13
	mobilization_speed = 0.15
	stability_factor = 0.05
	communism_drift = 0.02
	neutrality_drift = 0.02
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_potenji_river_conference
Constructs: prerequisite, has_war, limit, has_war_with, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_potenji_river_conference
	icon = GFX_focus_BRA_rio_protocol
	prerequisite = {
		focus = BRA_washington_accords
	}
	x = 0
	y = 1
	relative_position_id = BRA_washington_accords
	cost = 10
	bypass = {
		is_in_faction_with = USA
	}
	available = {
		is_subject = no
		USA = {
			has_war = yes
			is_in_faction = yes
			any_allied_country = {
				is_major = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		USA = {
			country_event = {
				id = JUNO_brazil_events.20
				hours = 1
			}
			faction_leader = {
				add_to_faction = ROOT
			}
		}
		custom_effect_tooltip = BRA_potenji_river_conference_tt
		every_other_country = {
			limit = {
				has_war_with = USA
				is_major = yes
			}
			ROOT = {
				add_to_war = {
					targeted_alliance = USA
					enemy = PREV
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_avenge_tragedies
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, add_political_power, has_civil_war, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_avenge_tragedies
	icon = GFX_goal_FRA_la_cagoule_coup
	relative_position_id = ISR_empower_stern_gang
	x = 0
	y = 2
	available = {
		has_country_flag = ISR_lehi_succeeded
		if = {
			limit = {
				has_civil_war = yes
			}
			has_civil_war = no
		}
	}
	prerequisite = {
		focus = ISR_strike_infrastructure
	} {
		focus = ISR_gather_outside_support
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_war_support = 0.1
		add_political_power = 100
	}
}
### Entity: Order of Battle
Component: air_wing_154
Source: game
File: history/units/HUN_1939_air_legacy.txt

Code:
air_wings = {
	154 = {
		CAS_equipment_1 = {
			owner = HUN
			amount = 30
		}
		tac_bomber_equipment_0 = {
			owner = HUN
			creator = GER
			version_name = Ju 86
			amount = 24
		}
	}
}
### Entity: Order of Battle
Component: 1. Bataljon Bornih Kola
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/YUG_1936_nsb.txt

Code:
division = {
	name = 1. Bataljon Bornih Kola
	location = 11586
	division_template = Tenkovski Bataljon
	start_experience_factor = 0.3
	start_equipment_factor = 1
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = YUG
			creator = FRA
			version_name = FT mod. 31
		}
	}
}
### Entity: Idea
Component: AUS_german_economic_development
Constructs: is_ally_with
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_german_economic_development = {
	picture = ger_mefo_bills_payment
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_ally_with = GER
	}
	cancel = {
		NOT = {
			is_ally_with = GER
		}
	}
	modifier = {
		consumer_goods_factor = -0.2
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Character
Component: NOR_lev_trotsky
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/NOR.txt

Code:
NOR_lev_trotsky = {
	name = NOR_lev_trotsky
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_lev_trotsky
			small = GFX_idea_SOV_lev_trotsky
		}
		army = {
			large = GFX_portrait_NOR_lev_trotskij
			small = GFX_idea_SOV_lev_trotsky
		}
	}
	allowed_civil_war = {
		NOR_char_cw_trotskyist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_lev_trotsky
		allowed = {
			NOR_AAT = yes
		}
		ai_will_do = {
			factor = 1
			modifier = {
				add = 100
				NOR_is_trotskyist_ai = yes
			}
		}
		available = {
			has_country_flag = NOR_trotsky_embraced
			NOT = {
				has_completed_focus = NOR_compromise_with_the_nkp
			} {
				has_government = fascism
			} {
				has_government = neutrality
			}
			NOR_trotsky_not_in_sov = yes
			NOR_trotsky_not_in_mex = yes
		}
		traits = {
			NOR_permanent_revolutionary
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = NOR_a_resurgent_labor_movement
			has_country_flag = NOR_trotsky_embraced
			NOT = {
				has_completed_focus = NOR_compromise_with_the_nkp
			}
		}
		traits = {

		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_mountaineers
Constructs: limit, has_country_flag, is_major, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_mountaineers = {
	if = {
		limit = {
			is_major = yes
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
			}
		}
		set_temp_variable = {
			prio_cat = @PR_mountaineers
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_mountaineers
				} {
					_prio_val = prio_cat
				}
				multiply_temp_variable = {
					_prio_val = 2
				}
				date = > 1937.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_mountaineers2
				} {
					_prio_val = prio_cat
				}
				if = {
					limit = {
						has_country_flag = EAI_TEMPLATE_mountaineer_template_upgrade
					}
					multiply_temp_variable = {
						_prio_val = 1.7
					}
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_mountaineers3
				} {
					_prio_val = prio_cat
				}
				if = {
					limit = {
						has_country_flag = EAI_TEMPLATE_mountaineer_template_upgrade
					}
					multiply_temp_variable = {
						_prio_val = 1.7
					}
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Event
Component: mandate_palestine.23
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.23
	title = mandate_palestine.23.t
	desc = mandate_palestine.23.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.23.a
	}
}
### Entity: Country History
Country: MLW
Component: MLW_technology
Constructs: set_technology
Source: game
File: history/countries/MLW - Malawi.txt

Code:
# Starting Technologies for MLW
set_technology = {
	infantry_weapons = 1
}
### Entity: Unit Template
Component: POL
Source: game
File: common/units/names/00_names.txt

Code:
POL = {
	submarine = {
		prefix = ORP
		generic = {
			Okręt Podwodny
		}
		unique = {
			Wilk Ryś Żbik Orzeł Sęp Dzik Jastrząb Sokół Kujawiak Bielik Kondor Kaszub Ślązak Kurp Krakowiak Mazur Kujawiak
		}
	}
	destroyer = {
		prefix = ORP
		generic = {
			Grom Niszczyciel
		}
		unique = {
			Burza Wicher Grom Błyskawica Orkan Huragan Garland Piorun Kujawiak Ślązak Krakowiak Warszawa Kujawiak Piorun Ślązak Pomorzanin
		}
	}
	light_cruiser = {
		prefix = ORP
		generic = {
			Lekki Krążownik
		}
		unique = {
			Dragon Conrad Baltyk Król Wladyslaw IV Lwów Wilno Poznań Kraków Wisła Gdynia Gdańsk Warszawa Kraków Zadwórze Płowce Odsiecz Wiedeńska Psków Raszyn Przemyśl Chocim Kircholm Fuengirola
		}
	}
	heavy_cruiser = {
		prefix = ORP
		generic = {
			Ciężki Krążownik
		}
		unique = {
			Dragon Conrad Baltyk Król Władysław IV Lwów Wilno Poznań Krakow Wisła Gdynia Gdańsk Warszawa Kraków Zadwórze Płowce Odsiecz Wiedeńska Pskow Raszyn Przemyśl Chocim Kircholm Fuengirola
		}
	}
	battle_cruiser = {
		prefix = ORP
		generic = {
			Krążownik
		}
		unique = {
			Józef Piłsudski Król Władysław IV Stefan Batory Jan Sobieski Kazimierz Wielki Bolesław Chrobry Jan Kazimierz Stanisław Koniecpolski Stanisław Żółkiewski Jan Zamoyski Stanisław Lanckoroński Stefan Czarniecki Jan Karol Chodkiewicz
		}
	}
	battleship = {
		prefix = ORP
		generic = {
			Pancernik
		}
		unique = {
			Józef Piłsudski Król Władysław IV Stefan Batory Jan Sobieski Kazimierz Wielki Bolesław Chrobry Jan Kazimierz Stanisław Koniecpolski Stanisław Żółkiewski Jan Zamoyski Stanisław Lanckoroński Stefan Czarniecki Jan Karol Chodkiewicz
		}
	}
	carrier = {
		prefix = ORP
		generic = {
			Lotniskowiec
		}
		unique = {
			Jozef Pilsudski Król Władysław IV Stefan Batory Jan Sobieski Kazimierz Wielki Bolesław Chrobry Jan Kazimierz Stanisław Koniecpolski Stanisław Żółkiewski Jan Zamoyski Stanisław Lanckoroński Stefan Czarniecki Jan Karol Chodkiewicz
		}
	}
	air_wing_names_template = AIR_WING_NAME_POL_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Dywizjon Myśliwski
		}
		generic_pattern = AIR_WING_NAME_POL_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Dywizjon Myśliwski
		}
		generic_pattern = AIR_WING_NAME_POL_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Dywizjon Myśliwski
		}
		generic_pattern = AIR_WING_NAME_POL_GEN
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_dispersed_industry
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_industry.txt

Code:
EAI_PR_STRATEGIES_dispersed_industry = {
	if = {
		limit = {
			EAI_dispersed_industry_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_dispersed_industry
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:dispersed_industry
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:dispersed_industry2
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:dispersed_industry3
				} {
					_prio_val = prio_cat
				}
				date = > 1938.10.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:dispersed_industry4
				} {
					_prio_val = prio_cat
				}
				date = > 1940.10.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:dispersed_industry5
				} {
					_prio_val = prio_cat
				}
				date = > 1942.10.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Unit Template
Component: FRA_PAR_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dème Division Parachutiste
	ordered = {
		10 = {
			%dème Division Parachutiste
		}
		25 = {
			%dème Division Parachutiste
		}
		24 = {
			%dème Division Aéroportée
		}
		801 = {
			Division Légère d'Intervention
		}
		11 = {
			%dème Division Parachutiste
		}
		1 = {
			%dère Division Parachutiste
		}
		2 = {
			%dème Division Parachutiste
		}
		3 = {
			%dème Division Parachutiste
		}
		4 = {
			%dème Division Parachutiste
		}
		5 = {
			%dème Division Parachutiste
		}
		6 = {
			%dème Division Parachutiste
		}
		7 = {
			%dème Division Parachutiste
		}
		8 = {
			%dème Division Parachutiste
		}
		9 = {
			%dème Division Parachutiste
		}
	}
}
### Entity: Idea
Component: IRQ_foreign_industrial_support
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_foreign_industrial_support = {
	picture = generic_central_management
	allowed = {
		OR = {
			has_government = neutrality democratic
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	modifier = {
		industrial_concern_cost_factor = -0.75
		industrial_capacity_factory = 0.05
		trade_laws_cost_factor = -0.5
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_fedrerista_land_reforms
Constructs: add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_fedrerista_land_reforms
	available = {
		has_country_leader = {
			ruling_only = yes
			character = PAR_rafael_franco
		}
	}
	mutually_exclusive = {
		focus = PAR_reach_out_to_european_contacts
	}
	icon = GFX_focus_generic_farmland
	x = 3
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			PAR_febrerista_land_reform
		}
	}
}
### Entity: Idea
Component: AFG_socialist_education_idea
Constructs: research_speed_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_socialist_education_idea = {
	picture = SOV_atomic_bomb_project
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_follow_destalinisation
Constructs: has_completed_focus, prerequisite, completion_reward, is_in_faction_with, swap_country_leader_traits, set_country_leader_ideology
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_follow_destalinisation
	icon = GFX_fifth_column
	cost = 10
	x = -1
	y = 1
	relative_position_id = LUX_adopt_soviet_policies
	prerequisite = {
		focus = LUX_adopt_soviet_policies
	}
	mutually_exclusive = {
		focus = LUX_establish_personality_cult
	}
	available = {
		is_in_faction_with = SOV
		SOV = {
			has_completed_focus = SOV_denounce_stalinist_crimes
		}
	}
	completion_reward = {
		LUX_dominique_urbany = {
			swap_country_leader_traits = {
				remove = staunch_stalinist
				add = socialist_autocrat
			}
		}
		set_country_leader_ideology = leninism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_10/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 25 Duli Lu
Constructs: division_template
Source: game
File: history/units/r56_SIK_1936.txt

Code:
division = {
	name = 25 Duli Lu
	location = 12524
	division_template = Tuli Lü
	start_experience_factor = 0.3
	start_equipment_factor = 0.7
}
### Entity: Modding Documentation
Construct: ai_trace
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ai_trace
* Not available in release build

Toggles the AI Trace window
### Entity: Idea
Component: CUF_bribed_japan_combo2
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_bribed_japan_combo2 = {
	picture = chi_war_of_resistance2
	cancel = {
		tag = CUG
		NOT = {
			has_war_with = JAP
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
	} {
		tag = CUG
		attack_bonus_against = -0.05
		defense_bonus_against = -0.05
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_crown_the_golden_emir
Constructs: prerequisite, has_government, completion_reward, add_political_power, has_civil_war, is_subject, set_politics, add_popularity
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_crown_the_golden_emir
	icon = GFX_focus_AFG_shadows_of_the_king
	prerequisite = {
		focus = AFG_the_faqirs_revolt
	}
	mutually_exclusive = {
		focus = AFG_crown_the_bukharan_emir AFG_invite_the_mughal_prince
	}
	x = -4
	y = 2
	relative_position_id = AFG_the_faqirs_revolt
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
			long_name = AFG_rebel_party_long
			name = AFG_rebel_party
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.5
		}
		set_party_name = {
			ideology = democratic
			long_name = AFG_fascism_party_long
			name = AFG_fascism_party
		}
		AFG_amunullah_khan = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						AFG_authoritarian_modifier
					}
				}
			}
		}
		AFG_faqir_of_ipi = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = fascism_ideology
					expire = 1965.1.1.1
					traits = {
						AFG_the_golden_emir
					}
				}
			}
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = AFG_wazir_caliphate
		custom_effect_tooltip = generic_skip_one_line_tt
		add_political_power = 100
		remove_dynamic_modifier = {
			modifier = AFG_look_to_the_past_modifier
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_alliance_with_finland
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_alliance_with_finland
	icon = GFX_focus_SWE_finnish_communists
	prerequisite = {
		focus = SWE_nordic_collaboration
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_nordic_collaboration
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		FIN = {
			add_timed_idea = {
				idea = SWE_swedish_influence
				days = 1095
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		custom_effect_tooltip = SWE_finland_influence_decisions.tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}