Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_special_economic_zones
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_special_economic_zones
	icon = GFX_focus_RAJ_special_economic_zones
	prerequisite = {
		focus = RAJ_vertical_integration
	}
	x = -1
	y = 1
	relative_position_id = RAJ_vertical_integration
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_ideas = special_economic_zones
	}
}
### Entity: Technology
Component: basic_heavy_td
Constructs: enable_equipments, enable_subunits, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_destroyer_equipment_1
	}
	enable_subunits = {
		heavy_tank_destroyer_brigade
	}
	research_cost = 0.5
	start_year = 1934
	ai_will_do = {
		base = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = improved_heavy_td
				can_research = improved_heavy_td
				is_researching_technology = improved_heavy_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_cult_speed
Constructs: prerequisite, completion_reward, every_army_leader, add_attack
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_cult_speed
	icon = GFX_focus_generic_military_academy
	x = 0
	y = 1
	relative_position_id = PAL_lightning_war
	cost = 5
	prerequisite = {
		focus = PAL_lightning_war
	}
	completion_reward = {
		army_experience = 15
		every_army_leader = {
			add_attack = 1
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.24
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.24
	title = INS_loyalist_events.24.t
	desc = INS_loyalist_events.24.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.24.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				721
			}
		}
	}
}
### Entity: Event
Component: MUN_czech.1023
Constructs: is_triggered_only
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1023
	title = MUN_czech.1023.t
	desc = MUN_czech.1023.d
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = MUN_czech.1023.a
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_empire_of_brazil
Constructs: has_completed_focus, prerequisite, limit, completion_reward, set_cosmetic_tag, add_country_leader_trait
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_empire_of_brazil
	icon = GFX_focus_BRA_empire_of_brazil
	x = 0
	y = 2
	relative_position_id = BRA_use_the_national_security_law
	prerequisite = {
		focus = BRA_use_the_national_security_law
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		IF = {
			limit = {
				has_completed_focus = BRA_united_kingdom_of_brazil_and_portugal
			}
			set_cosmetic_tag = BRA_empire_of_brazil_and_portugal
		}
		ELSE = {
			set_cosmetic_tag = EOB_empire_brazil_neutrality
		}
		add_country_leader_trait = BRA_emperor_trait
	}
}
### Entity: Character
Component: SWI_robert_grimm
Source: game
File: common/characters/SWI.txt

Code:
SWI_robert_grimm = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_robert_grimm
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_socialist_pacifist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = no
			}
		}
	}
	name = SWI_robert_grimm
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_robert_grimm_small
			large = GFX_portrait_SWI_robert_grimm
		}
	}
}
### Entity: Event
Component: mandate_palestine.81
Constructs: is_triggered_only, retire_character, add_popularity, add_to_variable, random_days, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.81
	title = mandate_palestine.81.t
	desc = mandate_palestine.81.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.81.a
		retire_character = MPL_fawzi_al_qawuqji
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		add_to_variable = {
			MPL_jewish_support = 15
		} {
			MPL_arab_support = -5
		} {
			MPL_minority_support = 5
		}
		custom_effect_tooltip = MPL_jewish_up_15 MPL_arab_down_5 MPL_minority_up_5
		MPL_clamp_support = yes
		country_event = {
			id = mandate_palestine.82
			days = 5
			random_days = 2
			random_hours = 24
		}
	} {
		name = mandate_palestine.81.b
		retire_character = MPL_fawzi_al_qawuqji
		add_to_variable = {
			MPL_jewish_support = 15
		} {
			MPL_minority_support = 5
		}
		custom_effect_tooltip = MPL_jewish_up_5 MPL_minority_up_5
		MPL_clamp_support = yes
		country_event = {
			id = mandate_palestine.82
			days = 5
			random_days = 2
			random_hours = 24
		}
	} {
		name = mandate_palestine.81.c
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_to_variable = {
			MPL_jewish_support = -10
		} {
			MPL_arab_support = 5
		} {
			MPL_minority_support = -5
		}
		custom_effect_tooltip = MPL_jewish_down_10 MPL_arab_up_5 MPL_minority_down_5
		MPL_clamp_support = yes
		country_event = {
			id = mandate_palestine.82
			days = 5
			random_days = 2
			random_hours = 24
		}
	}
}
### Entity: Idea
Component: PRC_five_year_plan_failed
Constructs: production_speed_buildings_factor, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_five_year_plan_failed = {
	picture = POL_disjointed_industry
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		production_factory_max_efficiency_factor = -0.01
		cic_construction_boost = -0.05
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Event
Component: germany.72
Constructs: is_triggered_only, add_stability
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.72
	title = germany.72.t
	desc = germany.72.d
	picture = GFX_report_event_soldiers_parade
	is_triggered_only = yes
	option = {
		name = germany.72.a
		add_stability = 0.25
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.30
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_rcaf_station_borden
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_rcaf_station_borden
	icon = GFX_goal_generic_build_airforce
	x = 39
	y = 0
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = CAN_rcaf_station_borden_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = CAN_rcaf_station_borden
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_rcaf_station_borden_AB
		}
		add_doctrine_cost_reduction = {
			name = CAN_rcaf_station_borden
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_unified_by_will
Constructs: prerequisite, limit, every_country, completion_reward, add_political_power, is_subject_of, annex_country, every_state
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_unified_by_will
	icon = GFX_goal_generic_improve_relations
	relative_position_id = CHL_crusade_against_imperialism
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_crusade_against_imperialism
	}
	mutually_exclusive = {
		focus = CHL_unified_in_spirit
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	available = {
		any_country = {
			is_subject_of = ROOT
			OR = {
				tag = GAR INC MIS MAY INU CHR ITZ NAH IAS HAW TAH SAM RAP
				original_tag = BOL SUR BRA MEX USA CAN
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_annex_and_core_all_american_subjects
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					tag = GAR INC MIS MAY INU CHR ITZ NAH IAS HAW TAH RAP SAM RAP
					original_tag = BOL SUR BRA MEX USA CAN
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
			every_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = ROOT
			}
		}
		hidden_effect = {
			set_cosmetic_tag = CHL_amerindian_federation
		}
	}
}
### Entity: Trigger Reference
Construct: skill_advantage
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## skill_advantage

* Supported Scopes: COMBATANT
* Supported Targets: none

```
compare leader skill levels
```
### Entity: Modding Documentation
Construct: get_country_flag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## get_country_flag
* Arguments: <flag name>

Gets country flag on specified TAG. Defaults to current country
### Entity: Event
Component: mongol.3
Constructs: is_triggered_only, add_war_support, fire_only_once, add_political_power, give_guarantee, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.3
	title = mongol.3.t
	desc = mongol.3.d
	picture = GFX_report_event_molotov_ribbentrop_stalin_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.3.a
		add_political_power = 15
		add_war_support = -0.05
		give_guarantee = SOV
		MON_soviet_low_influence_increase_effect = yes
		set_country_flag = mon_1935_defence_soviet_yes_assistance
	}
}
### Entity: AI Strategy
Component: EAI_MISC_land_variant_creation
Constructs: has_dlc
Source: game
File: common/ai_strategy/EAI_MISC_strategies.txt

Code:
EAI_MISC_land_variant_creation = {
	enable = {
		has_dlc = No Step Back
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = land_xp_spend_priority
		id = upgrade_xp_cutoff
		value = 210
	}
}
### Entity: AI Strategy
Component: r56_SOV_ignore_TUR_on_historical
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_ignore_TUR_on_historical = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_war_with = TUR
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		tag = TUR
		value = -100
	}
}
### Entity: Decision
Component: AFG_tournament_of_shadows
Constructs: has_country_flag, has_global_flag
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_tournament_of_shadows = {
	scripted_gui = afg_tournament_of_shadows_decision_ui
	icon = GFX_r56_decision_cat_AFG_tournament_of_shadows
	picture = GFX_decision_cat_AFG_tournament_of_shadows
	allowed = {
		original_tag = AFG
	}
	priority = 1000
	visible = {
		original_tag = AFG
		has_country_flag = r56_AFG_tournament_of_shadows_active
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	visible_when_empty = yes
}
### Entity: Event
Component: r56.news_event.2011
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.2011
	title = r56.news_event.2011.t
	desc = r56.news_event.2011.d
	picture = GFX_news_event_PRU_army_inspection
	is_triggered_only = yes
	option = {
		name = r56.news_event.2011.a
		trigger = {
			tag = FROM
		}
	} {
		name = r56.news_event.2011.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: AI Strategy
Component: AUS_inquart_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_inquart_plan = {
	name = AUS: Austrian Inqaurt Nazi AI Plan
	desc = Kurt Schuschnigg will fail to deal with the German-backed Nazi militias in the nation, causing a third civil war to erupt. In the resulting power struggle following the war, Arthur Seyss-Inquart will backstab the pro-independence Josef Leopold and move the nation into the Nazis' sphere.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_INQUART
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_INQUART_NAZI
			}
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	abort = {
		OR = {
			GER = {
				NOT = {
					has_government = fascism
				}
			}
			has_completed_focus = AUS_austrofascism_not_nazism AUS_go_it_alone
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_accept_inevitable AUS_strabag_construction AUS_rearm_the_bundesheer AUS_appoint_inquart AUS_support_southern_heimwehr AUS_infiltrate_vienna AUS_cast_the_die AUS_commit_to_autarky AUS_inquart_backstab AUS_german_economic_development AUS_steel_industry_funds AUS_military_industrial_funding AUS_fund_coal_industries AUS_destroy_heimwehr AUS_subsidize_kapsch AUS_expand_vienna_university AUS_salzburg_military_hub AUS_local_weapons_manufacturing AUS_anschluss AUS_abandon_jansa_plan AUS_manoeuvre_warfare AUS_rp_ostmark AUS_integrate_economy AUS_german_industrial_investments AUS_technology_integration AUS_use_the_ss AUS_request_control_slovenia AUS_doctrine_innovation AUS_shift_strabag AUS_modernize_officer_training AUS_radio_improvements
	}
	focus_factors = {
		AUS_look_west = 0
		AUS_go_it_alone = 0
		AUS_ally_italy = 0
		AUS_independent_nazi = 0
	}
	ideas = {
		AUS_hans_karl_zessner_spitzenberg = 100
	}
	research = {
		cat_mobile_warfare = 3
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_education_for_the_masses
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_education_for_the_masses
	icon = GFX_goal_SOV_education_initiative
	cost = 10
	prerequisite = {
		focus = CUB_collectivize_the_sugar_plantations
	}
	relative_position_id = CUB_collectivize_the_sugar_plantations
	x = -1
	y = 1
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_appoint_soviet_protege
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_subject, is_subject_of, check_variable
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_appoint_soviet_protege
	icon = GFX_goal_stalin
	x = 3
	y = 1
	relative_position_id = MON_invite_frinovsky
	cost = 7.2
	prerequisite = {
		focus = MON_invite_frinovsky
	} {
		focus = MON_secure_the_transition_of_power
	}
	mutually_exclusive = {
		focus = MON_reject_choibalsan_advances MON_prepare_leftist_takeover
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		custom_trigger_tooltip = {
			tooltip = MON_sov_influence_more_30_tt
			check_variable = {
				sov_influence_in_mon = 30
				compare = greater_than_or_equals
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_powerful_choibalsan
		if = {
			limit = {
				SOV = {
					has_country_leader = {
						character = SOV_iosif_stalin
						ruling_only = yes
					}
				}
			}
			MON_soviet_high_influence_increase_effect = yes
		} {
			limit = {
				has_idea = MON_sereenengiin_givaapil
			}
			remove_ideas = MON_sereenengiin_givaapil
		}
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = MON_sereenengiin_givaapil
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Joint Focus
Component: INSHOL_education_reforms
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, cancel_if_invalid, is_hired_as_advisor, is_ai
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_education_reforms
	icon = GFX_focus_generic_education
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = HOL INS
		}
		INS = {
			is_subject_of = HOL
		}
	}
	prerequisite = {
		focus = INSHOL_begin_negotiations_soetardjo
	}
	mutually_exclusive = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = INSHOL_begin_negotiations_soetardjo
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 100
			original_tag = INS
		} {
			factor = 0
			original_tag = HOL
			date = < 1939.1.1
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_dutch_east_indies_tt
			add_to_variable = {
				var = INS_dutch_east_indies_research_speed_factor
				value = 0.05
				tooltip = research_speed_factor_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_dutch_east_indies_tt
			add_to_variable = {
				var = INS_dutch_east_indies_research_speed_factor
				value = 0.05
				tooltip = research_speed_factor_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_asian_fascist_boy_starts_building_screens
Constructs: has_government, is_major, is_historical_focus_on, is_subject, is_in_faction_with
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_asian_fascist_boy_starts_building_screens = {
	allowed = {
		OR = {
			original_tag = SIA MAN INS MAL PHI AST
		}
	}
	enable = {
		OR = {
			is_historical_focus_on = no
			ROOT = {
				AND = {
					is_subject = no
					is_in_faction_with = JAP
					JAP = {
						has_government = fascism
						exists = yes
						is_major = yes
					}
				}
			}
		}
		ROOT = {
			has_government = fascism
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = screen_ship
		value = 95
	} {
		type = unit_ratio
		id = submarine
		value = 5
	} {
		type = naval_avoid_region
		id = 18
		value = 600
	} {
		type = naval_avoid_region
		id = 16
		value = 100
	} {
		type = naval_avoid_region
		id = 43
		value = 100
	}
}
### Entity: Idea
Component: EAI_DD_10/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_internships
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_internships
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = HON_american_support
	}
	relative_position_id = HON_american_support
	available = {

	}
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 9.9
	}
	completion_reward = {
		army_experience = 5
		add_ideas = GEN_Organise_Youth_Fas_I
	}
}
### Entity: Character
Component: bold_intelligence_officer_no_lar_lesser
Constructs: decryption_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
bold_intelligence_officer_no_lar_lesser = {
	random = no
	sprite = 15
	decryption_factor = 0.15
	subversive_activites_upkeep = -0.15
	resistance_growth_on_our_occupied_states = 0.15
	resistance_damage_to_garrison_on_our_occupied_states = 0.25
}
### Entity: State History
Component: 408
Constructs: add_core_of
Source: game
File: history/states/408-Vladivostok.txt

Code:
state = {
	id = 408
	name = STATE_408
	manpower = 841465
	resources = {
		chromium = 20
	}
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			957 15
		}
		buildings = {
			infrastructure = 2
			dockyard = 1
			air_base = 5
			957 = {
				naval_base = 8
				coastal_bunker = 3
				naval_supply_hub = 1
			}
		}
		add_core_of = SOV FER VLA
	}
	provinces = {
		664 681 810 837 957 3695 3723 3739 3753 3787 3811 3815 3843 3977 5427 6684 6686 6715 6833 6838 6961 6989 9639 9641 9762 9895 9926 11624 11626 11629 11643 11745 11750 11765 11777 11879 11904
	}
	local_supplies = 0.0
}
### Entity: Music Config
Component: base_music/argentina_militaristic
Constructs: has_war
Source: game
File: music/toa_songs.txt

Code:
music = {
	song = argentina_militaristic
	chance = {
		factor = 1
		modifier = {
			factor = 2
			tag = ARG
		} {
			factor = 3
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_restore_the_imperial_divan
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_restore_the_imperial_divan
	icon = GFX_focus_generic_court
	prerequisite = {
		focus = TUR_dismantle_the_republican_institutions
	} {
		focus = TUR_lift_the_caliphates_exile
	}
	mutually_exclusive = {
		focus = TUR_continue_military_rule
	}
	x = -2
	y = 1
	relative_position_id = TUR_dismantle_the_republican_institutions
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.02
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}