Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_PRC_request_aid.34
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.34
	title = SEA_PRC_request_aid.34.t
	desc = SEA_PRC_request_aid.34.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_request_aid.34.a
		hidden_effect = {
			country_event = {
				id = SEA_PRC_request_aid.35
				days = 180
			}
		}
	}
}
### Entity: AI Strategy
Component: AFG_parcham_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AFG_r56_strategy_plan.txt

Code:
AFG_parcham_plan = {
	name = AFG: Afghan Communist AI Plan
	desc = Alternate communist behavior for Afghanistan.
	allowed = {
		original_tag = AFG
	}
	enable = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
		OR = {
			has_country_flag = AFG_AI_RANDOM_PARCHAM
			has_game_rule = {
				rule = AFG_ai_behavior
				option = AFG_PARCHAM
			}
		}
	}
	ai_national_focuses = {
		AFG_first_loya_jirga AFG_begin_westernization AFG_rural_schools AFG_aquire_foreign_machinery AFG_handle_the_king AFG_form_weekh_zalmian AFG_utilize_the_military AFG_approach_the_soviets AFG_form_worker_communes AFG_depose_the_king AFG_national_front AFG_afghan_royal_army AFG_army_modernization AFG_purhcase_czech_weaponry AFG_expand_university AFG_purge_the_bourgeoisie AFG_bolster_the_textile_industry AFG_monopolize_the_karakul_trade AFG_start_the_second_seven_year_plan AFG_improve_national_infra AFG_land_redistribution AFG_socialist_education AFG_invite_pakistani_military AFG_reform_the_education_system AFG_persian_socialism AFG_afghanistan_bank AFG_develop_hydroelectric_power AFG_expand_the_directorate_of_mines AFG_victory_through_firepower AFG_redesign_military_curriculum AFG_universal_suffarage AFG_begin_colectivization AFG_five_year_plan AFG_improve_our_logistics AFG_begin_rearmament AFG_kabul_arsenal AFG_socialist_constitution AFG_womens_education AFG_crush_hazara_nationalism AFG_marxist_thought AFG_rejuvenate_the_gold_mines AFG_intensify_copper_mining AFG_modernize_military_hospitals AFG_introduce_new_uniforms AFG_prussians_orient AFG_establish_ammunition_factories AFG_royal_air_force
	}
	focus_factors = {
		AFG_revolution_through_belief = 75
		AFG_revolution_through_force = 25
		AFG_socialist_economic_union = 100
		AFG_socialist_welfare = 100
		AFG_the_perso_afghan_union = 100
		AFG_secure_the_corridor = 25
		AFG_into_pakistan = 50
		AFG_soviet_menace = 25
	}
	ideas = {
		r56_AFG_mohammad_gul_khan_momand = 0
		AFG_gul_pacha_ulfat = 100
		AFG_abdulrahman_mahmudi = 100
		AFG_homeira_seljuqi = 100
		r56_AFG_abdul_hai_habibi = 50
		AFG_hashim_khan = 0
		AFG_sardar_shah_mahmud_khan = 0
		AFG_sardar_shah_wali_khan = 0
		AFG_abdur_rahim_khan = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: FIJ_coi
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = FIJ
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Character
Component: EST_otto_heinze
Constructs: has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_otto_heinze = {
	name = EST_otto_heinze
	portraits = {
		army = {
			large = GFX_portrait_EST_otto_heinze
			small = GFX_idea_EST_otto_heinze
		}
	}
	corps_commander = {
		traits = {
			BALTIC_anti_bolshevik
		}
		skill = 1
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: Event
Component: bftb_greece.52
Constructs: is_triggered_only, add_equipment_to_stockpile, add_opinion_modifier, add_manpower
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.52
	title = bftb_greece.52.t
	desc = bftb_greece.52.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = bftb_greece.52.a
		add_opinion_modifier = {
			target = FROM
			modifier = offered_support
		}
		add_manpower = 5000
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1250
				producer = GRE
			}
		}
	}
}
### Entity: Unit Leader
Component: winter_expert
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
winter_expert = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	modifier = {
		acclimatization_cold_climate_gain_factor = 0.4
	}
	ai_will_do = {
		factor = 1
	}
	any_parent = {
		winter_specialist
	}
	trait_type = assignable_terrain_trait
	gui_row = 7
}
### Entity: Character
Component: dislikes_russia
Source: game
File: common/country_leader/r56_traits.txt

Code:
dislikes_russia = {
	random = no
	ai_strategy = {
		type = antagonize
		id = SOV
		value = 25
	} {
		type = alliance
		id = SOV
		value = -75
	} {
		type = befriend
		id = SOV
		value = -25
	}
}
### Entity: Idea
Component: RUT_underground_gun_shops
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/ruthenia.txt

Code:
RUT_underground_gun_shops = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = RUT
	}
	removal_cost = -1
	picture = generic_central_management
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.25
			reliability = -0.4
			instant = yes
		}
	}
}
### Entity: Event
Component: tfv_australia.31
Constructs: is_triggered_only, limit, has_war_with, create_faction, add_to_faction
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.31
	title = tfv_australia.31.t
	desc = tfv_australia.31.d
	picture = GFX_report_event_ANZAC_day
	is_triggered_only = yes
	option = {
		name = tfv_australia.31.a
		create_faction = south_west_pacific_initiative
		if = {
			limit = {
				country_exists = INS
				not = {
					has_war_with = INS
				}
			}
			add_to_faction = INS
		}
		news_event = {
			id = news.244
			hours = 6
		}
	}
}
### Entity: Idea
Component: MAC_coi
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_coi = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = MAC
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_end_military_interference
Constructs: prerequisite, completion_reward, cancel_if_invalid, remove_dynamic_modifier
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_end_military_interference
	icon = GFX_focus_NOR_broken_gun_policies
	x = -2
	y = 1
	relative_position_id = BRA_implement_a_national_guard
	prerequisite = {
		focus = BRA_implement_a_national_guard
	}
	cost = 10
	available = {

	}
	cancel_if_invalid = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = BRA_weak_government
		}
	}
}
### Entity: Character
Component: SIA_chamkat_phalangkun
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_chamkat_phalangkun = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_chamkat_phalangkun
		allowed = {
			original_tag = SIA
		}
		available = {
			OR = {
				has_completed_focus = SIA_standing_our_ground SIA_seri_thai
			}
		}
		traits = {
			SIA_resistance_fighter
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_civilian_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_civilian_approval = yes
			}
		}
	}
	name = SIA_chamkat_phalangkun
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_chamkat_phalangkun_small
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_invite_france_to_military_partnership
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_justifying_wargoal_against, has_opinion, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_invite_france_to_military_partnership
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = ITA_dino_grandi_focus ITA_monarchia_d_italia
	}
	mutually_exclusive = {
		focus = ITA_seek_british_military_cooperation
	}
	relative_position_id = ITA_seek_british_military_cooperation
	x = 2
	y = 0
	cost = 10
	available = {
		is_subject = no
		FRA = {
			is_subject = no
			NOT = {
				has_war_with = ROOT
			} {
				is_justifying_wargoal_against = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 9
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_tags = {
					FRA
				}
			} {
				cic = 500
				equipment_type = infantry_equipment
				seller_tags = {
					FRA
				}
			}
		}
		FRA = {
			country_event = {
				id = BBA_italy_research_agreement.1
				hours = 6
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ITA_franco_italian_cooperation_effect = yes
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_promote_agricultural_development
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_promote_agricultural_development
	icon = GFX_goal_agrarian_reform
	relative_position_id = EGY_banha_industrial_sectors
	x = -1
	y = 3
	cost = 5
	prerequisite = {
		focus = EGY_banha_industrial_sectors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_promote_agricultural_development_idea
	}
}
### Entity: Modifier Reference
Component: BRA_airforce_modifier
Constructs: industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
BRA_airforce_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BRA_air_force
	air_doctrine_cost_factor = JUNO_airforce_modifier_air_doctrine_cost_factor
	air_ace_generation_chance_factor = JUNO_airforce_modifier_air_ace_generation_chance_factor
	air_range_factor = JUNO_airforce_modifier_air_range_factor
	air_superiority_efficiency = JUNO_airforce_modifier_air_superiority_efficiency
	air_intercept_efficiency = JUNO_airforce_modifier_air_intercept_efficiency
	air_mission_xp_gain_factor = JUNO_airforce_modifier_air_mission_xp_gain_factor
	air_agility_factor = JUNO_airforce_modifier_air_agility_factor
	ground_attack_factor = JUNO_airforce_modifier_ground_attack_factor
	experience_gain_air = JUNO_airforce_modifier_experience_gain_air
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory_airfoce
	conscription_factor = JUNO_airforce_modifier_conscription_factor
	air_strategic_bomber_bombing_factor = JUNO_airforce_modifier_air_strategic_bomber_bombing_factor
	air_cas_present_factor = JUNO_airforce_modifier_air_cas_present_factor
	air_defence_factor = JUNO_airforce_modifier_air_defence_factor
}
### Entity: Idea
Component: ITA_foggia_farm_fields
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_foggia_farm_fields = {
	removal_cost = -1
	picture = LIT_invested_in_farms
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		supply_node_range = 0.1
		supply_consumption_factor = -0.1
	}
}
### Entity: Event
Component: tfv_south_africa.89
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.89
	title = tfv_south_africa.89.t
	desc = tfv_south_africa.89.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		GHA = {
			if = {
				limit = {
					SAF = {
						controls_state = 274
					}
				}
				transfer_state = 274
			}
		}
		SAF = {
			puppet = GHA
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		GHA = {
			if = {
				limit = {
					SAF = {
						controls_state = 274
					}
				}
				transfer_state = 274
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = GHA
		}
	}
}
### Entity: Event
Component: r56_usa.4
Constructs: ai_chance, add_political_power, is_in_faction_with, is_in_tech_sharing_group, has_decision, has_political_power, add_to_tech_sharing_group, unlock_decision_tooltip
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.4
	title = r56_usa.4.t
	desc = r56_usa.4.desc
	picture = GFX_report_event_generic_research_lab
	trigger = {
		num_of_factories = > 7
		is_in_faction_with = USA USA
		USA = {
			is_in_tech_sharing_group = us_research
		}
		num_tech_sharing_groups = < 1
		NOT = {
			has_decision = r56_USA_decision_join_us_research_collaboration_program
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = r56_usa.4.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_political_power = > 150
			}
		}
		add_political_power = -75
		add_to_tech_sharing_group = us_research
	} {
		name = r56_usa.4.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_political_power = < 150
			}
		}
		unlock_decision_tooltip = r56_USA_decision_join_us_research_collaboration_program
	}
}
### Entity: National Focus
Component: wuw_HUN_seek_an_alliance_with_the_kaiser
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader, is_in_faction, has_global_flag, is_subject
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_seek_an_alliance_with_the_kaiser
	icon = GFX_focus_ger_revive_kaiserreich
	prerequisite = {
		focus = wuw_HUN_demand_austrian_restoration
	}
	mutually_exclusive = {
		focus = wuw_HUN_a_grand_habsburg_alliance wuw_HUN_the_old_grand_alliance
	}
	x = -3
	y = 1
	relative_position_id = wuw_HUN_demand_austrian_restoration
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		GER = {
			has_government = neutrality
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
		}
		NOT = {
			has_global_flag = GER_Rejected_HUN_central_powers
		}
		is_subject = no
	}
	bypass = {
		is_in_faction_with = GER
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				GER = {
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = {
					id = WW_hungary.35
					hours = 24
					random_hours = 12
				}
			}
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_GER_mitteleuropa_alliance
				name = GER_central_powers_faction
				icon = GFX_faction_logo_generic_13
			}
			GER = {
				country_event = {
					id = WW_hungary.38
					hours = 24
					random_hours = 12
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_89
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_89 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 89
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 89
	}
}
### Entity: Scripted Effect
Component: EAI_get_air_facility_score
Constructs: limit, set_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_air_facility_score = {
	set_variable = {
		EAI_air_facility_score = 1
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_air_facility_score = 5
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_air_facility_score = 5
		}
	} {
		limit = {
			EAI_region_priority = yes
		}
		multiply_variable = {
			EAI_air_facility_score = 4
		}
	} {
		limit = {
			is_core_of = PREV
		}
		multiply_variable = {
			EAI_air_facility_score = 4
		}
	}
}
### Entity: Technology
Component: MUN_recon_in_force
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	category_recon = {
		max_strength = 5
		recon = 0.1
	}
}
### Entity: Wiki Documentation
Construct: Version_Number
Source: wiki
File: wiki/Talk%3AHearts_of_Iron_4_Wiki.html

Doc:
Version Number[edit]
We should use a consistent version number across all pages. Some places the game are named Hearts of Iron 4 while on others it is Named Hearts of Iron IV. PDS officially call the game Hearts of Iron IV. Example ~ Sn3ipen (talk) 17:12, 25 January 2014 (CET)

I prefer using the number 4, as Google Trends has shown quite clearly that that's what people search for. See EU4 as an example. ~ Meneth (talk) 17:15, 25 January 2014 (CET)
### Entity: Character
Component: RKH_erich_friderici
Source: game
File: common/characters/RKH.txt

Code:
RKH_erich_friderici = {
	name = RKH_erich_friderici
	portraits = {
		army = {
			large = GFX_Portrait_Germany_Generic_land_3
			small = GFX_idea_Germany_Generic_land_3
		}
	}
	field_marshal = {
		traits = {
			infantry_officer trait_cautious
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_7
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_7 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 7
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 7
	}
}
### Entity: Military Industrial Organization
Component: IRQ_infantry_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_infantry_organization = {
	include = generic_infantry_equipment_organization
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {

	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_expand_mining_prospection
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, has_resources_amount, add_resource
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_expand_mining_prospection
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = FIN_expand_imatra_hydropower_plant
	} {
		focus = FIN_industrial_upgrade_in_harjavalta
	}
	x = -1
	y = 1
	relative_position_id = FIN_industrial_upgrade_in_harjavalta
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_expand_mining_prospection_tt
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				has_resources_amount = {
					resource = steel
					amount = > 0
				}
			}
			add_resource = {
				show_state_in_tooltip = no
				type = steel
				amount = 2
			}
		}
		if = {
			limit = {
				controls_state = 722
			}
			722 = {
				add_resource = {
					type = chromium
					amount = 2
				}
			}
		} {
			limit = {
				controls_state = 929
			}
			929 = {
				add_resource = {
					type = chromium
					amount = 2
				}
			}
		} {
			limit = {
				controls_state = 926
			}
			926 = {
				add_resource = {
					type = chromium
					amount = 2
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_sokolov_raid_pfot_limited_success_ns
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_sokolov_raid_pfot_limited_success_ns = {
	picture = generic_aircraft_support
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		breakthrough_bonus_against = 0.03
		tag = CZE
	}
}
### Entity: Idea
Component: SWE_formation_flying_idea
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_formation_flying_idea = {
	picture = generic_air_payment
	removal_cost = -1
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		air_detection = 0.15
		air_intercept_efficiency = 0.15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_obtain_british_naval_contracts
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_obtain_british_naval_contracts
	icon = GFX_focus_RAJ_british_investors
	prerequisite = {
		focus = RAJ_black_swan_sloops RAJ_expand_mazagon_dock_dlc
	}
	x = -1
	y = 2
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	available = {
		is_in_faction_with = ENG
	}
	mutually_exclusive = {
		focus = RAJ_found_scindia_shipyard_dlc
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = GOE_RAJ_navy.1
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_housing_expansion_plan
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, has_full_control_of_state
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_housing_expansion_plan
	icon = GFX_goal_generic_housing
	prerequisite = {
		focus = BUL_liquify_coal
	} {
		focus = BUL_mobilize_natural_resources
	}
	relative_position_id = BUL_mobilize_natural_resources
	x = -1
	y = 1
	cost = 14.3
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		48 = {
			add_extra_state_shared_building_slots = 3
		}
		211 = {
			add_extra_state_shared_building_slots = 3
		}
		212 = {
			add_extra_state_shared_building_slots = 3
		}
		if = {
			limit = {
				has_full_control_of_state = 77
			}
			77 = {
				add_extra_state_shared_building_slots = 3
			}
		} {
			limit = {
				has_full_control_of_state = 183
			}
			183 = {
				add_extra_state_shared_building_slots = 3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 7 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 7 Su jun Zhiyuanjun
	location = 12880
	division_template = Erjinzhi Juntuán
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_naval_invasion
Constructs: has_country_flag, check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_naval_invasion = {
	enable = {
		NOT = {
			has_country_flag = EAI_MILITARY_NAVAL_save_navy
		} {
			check_variable = {
				EAI_naval_invasion_target = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_dominance_weight
		value = 50
	} {
		type = invade
		id = N00
		value = 2000
	}
}
### Entity: Idea
Component: AST_all_dressed_up_idea
Constructs: removal_cost, is_in_faction_with, is_subject_of, add_offsite_building, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/australia.txt

Code:
AST_all_dressed_up_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_army_corruption3
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = ENG
				is_subject_of = ENG
			}
		}
	}
	on_add = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
	}
	on_remove = {
		add_offsite_building = {
			type = arms_factory
			level = -2
		}
	}
	modifier = {
		custom_modifier_tooltip = AST_all_dressed_up_idea_tt
	}
	equipment_bonus = {
		infantry_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		support_equipment = {
			instant = yes
			build_cost_ic = -0.025
		}
		artillery_equipment = {
			instant = yes
			build_cost_ic = -0.025
		}
	}
}