Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_invite_japanese_naval_advisors
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_invite_japanese_naval_advisors
	prerequisite = {
		focus = PRU_japanese_investment_in_the_naval_industry
	} {
		focus = PRU_a_new_military_doctrine
	}
	icon = GFX_goal_JAP_tides
	x = 0
	y = 2
	relative_position_id = PRU_japanece_naval_doctrine
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_jap_military_2
			add_idea = PRU_jap_military_3
		}
	}
}
### Entity: Character
Component: army_artillery_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_artillery_3 = {
	sprite = 16
	army_artillery_attack_factor = 0.2
	army_artillery_defence_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_eradicate_the_threat_of_droughts
Constructs: shared_focus, prerequisite, limit, remove_ideas, completion_reward, allow_branch, is_core_of, is_fully_controlled_by
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_eradicate_the_threat_of_droughts
	icon = GFX_goal_generic_coffee_plantations
	prerequisite = {
		focus = PLY_a_paradise
	}
	relative_position_id = PLY_a_paradise
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		original_tag = NIU
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = NIU_less_droughts
			}
			remove_ideas = NIU_less_droughts
			else = {
				capital_scope = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Character
Component: POL_aleksander_kakowski
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/POL.txt

Code:
POL_aleksander_kakowski = {
	name = POL_aleksander_kakowski
	portraits = {
		army = {
			small = GFX_idea_POL_aleksander_kakowski
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_aleksander_kakowski
		allowed = {
			original_tag = POL
		}
		available = {
			has_completed_focus = POL_assemble_the_regency_council
			OR = {
				has_government = neutrality fascism
			}
		}
		traits = {
			autocratic_archbishop
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				NOT = {
					has_government = neutrality
				}
			}
		}
	}
}
### Entity: Idea
Component: GRE_metaxism_3
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_metaxism_3 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			OR = {
				has_government = communism fascism democratic
			}
		}
	}
	picture = gre_metaxism
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		consumer_goods_factor = -0.15
		drift_defence_factor = 0.75
		generate_wargoal_tension = 0.75
		join_faction_tension = 0.75
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -100
	}
}
### Entity: Decision
Component: SWE_obtain_plane_schematics_category
Constructs: has_completed_focus, has_government, is_major, fire_only_once, has_opinion, is_historical_focus_on, has_political_power, complete_effect
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_obtain_plane_schematics_category = {
	SWE_obtain_plane_schematics = {
		icon = generic_air
		visible = {
			has_completed_focus = SWE_foreign_aircraft_designs
		}
		available = {
			FROM = {
				exists = yes
				has_government = ROOT
				num_of_factories = > 50
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
			num_of_civilian_factories_available_for_projects = > 2
			has_completed_focus = SWE_foreign_aircraft_designs
		}
		target_trigger = {
			FROM = {
				OR = {
					AND = {
						is_major = yes
						NOT = {
							original_tag = CHI PRC
						}
						has_opinion = {
							target = ROOT
							value = > 49
						}
						has_government = ROOT
						num_of_factories = > 80
					}
				}
			}
		}
		days_remove = 90
		days_re_enable = 365
		cost = 50
		fire_only_once = no
		ai_will_do = {
			factor = 0.1
			modifier = {
				factor = 2
				is_historical_focus_on = yes
				OR = {
					has_political_power = > 500
					num_of_factories = > 15
				}
			}
		}
		modifier = {
			civilian_factory_use = 2
		}
		complete_effect = {
			custom_effect_tooltip = GEN_365_days_tt
			FROM = {
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
		}
		remove_effect = {
			add_tech_bonus = {
				name = air_bonus
				bonus = 2
				uses = 1
				category = light_fighter cat_heavy_fighter cat_strategic_bomber tactical_bomber cas_bomber naval_bomber
			}
			FROM = {
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			}
		}
	}
}
### Entity: Character
Component: GER_max_kramer
Source: game
File: common/characters/GER.txt

Code:
GER_max_kramer = {
	name = GER_max_kramer
	portraits = {
		army = {
			large = GFX_portrait_GER_max_kramer
		}
	}
	scientist = {
		traits = {
			scientist_trait_guidance_systems_expert
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Idea
Component: BEL_colonial_maritime_company
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_colonial_maritime_company = {
	picture = COG_colonial_maritime_company
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = CONGO_compagnie_belge_maritime_du_congo
	}
	visible = {

	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		merchant_marine_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Effect
Component: gain_random_agency_upgrade
Constructs: limit, gain_random_agency_upgrade, has_intelligence_agency, create_intelligence_agency, random_list, has_done_agency_upgrade
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
gain_random_agency_upgrade = {
	custom_effect_tooltip = free_agency_upgrade_tt
	hidden_effect = {
		if = {
			limit = {
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
		else = {
			random_list = {
				1 = {
					upgrade_intelligence_agency = upgrade_economy_civilian
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_economy_civilian
					}
				} {
					upgrade_intelligence_agency = upgrade_army_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_army_department
					}
				} {
					upgrade_intelligence_agency = upgrade_naval_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_naval_department
					}
				} {
					upgrade_intelligence_agency = upgrade_airforce_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_airforce_department
					}
				} {
					upgrade_intelligence_agency = upgrade_passive_defense
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_passive_defense
					}
				} {
					upgrade_intelligence_agency = upgrade_anti_partisan
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_anti_partisan
					}
				} {
					upgrade_intelligence_agency = upgrade_blueprint_stealing
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_blueprint_stealing
					}
				} {
					upgrade_intelligence_agency = upgrade_portable_radios
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_portable_radios
					}
				} {
					upgrade_intelligence_agency = upgrade_invisible_ink
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_invisible_ink
					}
				} {
					upgrade_intelligence_agency = upgrade_plastic_explosives
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_plastic_explosives
					}
				} {
					upgrade_intelligence_agency = upgrade_suicide_pills
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_suicide_pills
					}
				} {
					upgrade_intelligence_agency = upgrade_training_centers
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_training_centers
					}
				} {
					upgrade_intelligence_agency = upgrade_commando_training
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_commando_training
					}
				} {
# ... (truncated)
### Entity: Character
Component: PRC_chen_shaomin
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_chen_shaomin = {
	name = PRC_chen_shaomin
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_chen_shaomin
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_chen_shaomin
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			veteran_trade_unionist
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_motorized_recon_companies
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_motorized_recon_companies
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = YUG_independent_engineer_regiments
	}
	x = 0
	y = 2
	relative_position_id = YUG_mountain_brigades
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_motorized_recon_companies
			bonus = 3.0
			uses = 1
			category = recon_tech
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_the_two_emperors
Constructs: prerequisite, completion_reward, is_subject_of, is_subject, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_the_two_emperors
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = MAN_vassalize_mengukuo
	} {
		focus = MAN_national_cooperation_government
	}
	x = 0
	y = 2
	relative_position_id = MAN_chinese_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject_of = JAP
		compare_autonomy_state = > autonomy_wtt_imperial_protectorate
		MAN = {
			ic_ratio = {
				tag = JAP
				ratio = > 0.2
			}
		}
		strength_ratio = {
			tag = JAP
			ratio = > 0.25
		}
	}
	bypass = {
		is_subject = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.15
			localization = MAN_the_two_emperors
		}
		MAN_low_legitimacy_level_down_twice = yes
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_design_priorities
Constructs: limit, has_army_manpower
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_infantry_design_priorities = {
	if = {
		limit = {
			original_tag = GER
		}
		has_army_manpower = {
			size = > 550000
		}
	}
}
### Entity: Character
Component: SND_han_fuju
Source: game
File: common/characters/Warlords_China.txt

Code:
SND_han_fuju = {
	name = SND_han_fuju
	portraits = {
		army = {
			large = GFX_portrait_SND_han_fuju
			small = GFX_portrait_SND_han_fuju_small
		}
	}
	field_marshal = {
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
	country_leader = {
		ideology = despotism
		traits = {
			SND_unreliable_opportunist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANaval_dockyard.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Naval_dockyard.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: Scripted Localization
Component: defined_text
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_localisation/SEA_PRC_scripted_loc.txt

Code:
defined_text = {
	name = GetGuerillaWarfareName
	text = {
		trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = PRC_guerilla_cells_active_1
					scope = THIS
				}
			}
		}
		localization_key = PRC_guerilla_cells_activity_in_state_tt
	} {
		localization_key = PRC_guerilla_cells_established_in_state_tt
	}
}
### Entity: Order of Battle
Component: 3ème Phalange Africaine
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_african_phalanx.txt

Code:
division = {
	name = 3ème Phalange Africaine
	location = 7132
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: CZE_aristocratic_support_2
Constructs: has_government, neutrality_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_aristocratic_support_2 = {
	name = CZE_aristocratic_support
	picture = ast_abandon_the_westminster_system
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.05
		political_advisor_cost_factor = -0.2
		opinion_gain_monthly_same_ideology_factor = 0.3
		consumer_goods_factor = -0.1
		compliance_growth_on_our_occupied_states = -0.33
	}
}
### Entity: Idea
Component: BRA_navy_reward
Source: game
File: common/ideas/brazil.txt

Code:
BRA_navy_reward = {
	picture = jap_interservice_rivalry_navy_dominant
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_militarise_the_iron_wolf
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_militarise_the_iron_wolf
	icon = GFX_goal_generic_axis_build_infantry
	relative_position_id = LIT_hold_the_lnp_commission
	x = 0
	y = 4
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_empower_radicals LIT_empower_patriots
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_iron_wolf_paramilitary
			add_idea = LIT_iron_wolf_professional
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_encourage_local_arms_production
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_encourage_local_arms_production
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SUD_field_piece_research
	}
	x = 1
	y = 1
	relative_position_id = SUD_field_piece_research
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: poland.202
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_war_with, add_political_power, has_idea_with_trait, has_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.202
	title = poland.202.t
	desc = poland.202.d
	picture = GFX_report_event_Symon_Petliura_and_Antoni_Listowski
	is_triggered_only = yes
	option = {
		name = poland.202.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 1.35
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0.1
				OR = {
					has_completed_focus = SOV_claims_on_poland SOV_claims_on_poland_old
				}
			} {
				factor = 0
				has_idea = SOV_molotov_ribbentrop_pact
			}
		}
		if = {
			limit = {
				NOT = {
					has_war_with = POL
				}
			}
			SOV = {
				add_political_power = 10
			}
			add_named_threat = {
				threat = -1
				name = POL_Renew_The_Polish_Soviet_Nonaggression_Pact
			}
			POL = {
				diplomatic_relation = {
					country = SOV
					relation = non_aggression_pact
					active = yes
				}
				add_political_power = 10
				country_event = poland.203
			}
		}
	} {
		name = poland.202.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0.1
				has_war_with = JAP
			}
		}
		POL = {
			country_event = poland.204
		}
	}
}
### Entity: Idea
Component: GLC_pot
Source: game
File: common/ideas/galicia.txt

Code:
GLC_pot = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = GLC
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: kmt.21
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.21
	title = kmt.21.t
	desc = kmt.21.d
	picture = GFX_report_event_china_flying_tigers
	is_triggered_only = yes
	option = {
		name = kmt.21.a
		add_to_faction = FROM
		FROM = {
			country_event = {
				id = kmt.22
			}
		}
	} {
		name = kmt.21.b
		ai_chance = {
			base = 0
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_join_britain_rejected
			}
			country_event = {
				id = kmt.23
			}
		}
	}
}
### Entity: Event
Component: denmark_trade_deal.5
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea, set_country_flag, has_danish_produce_improved_flag, add_offsite_building
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_trade_deal.5
	title = denmark_trade_deal.2.t
	desc = denmark_trade_deal.5.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = denmark_trade_deal.2.a
		ROOT = {
			swap_ideas = {
				remove_idea = DEN_danish_produce_export_ns
				add_idea = DEN_danish_produce_export_ns_improved
			}
			set_country_flag = has_danish_produce_improved_flag
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
	}
}
### Entity: State History
Component: 841
Constructs: set_variable, add_dynamic_modifier, add_core_of
Source: game
File: history/states/841-Begemder.txt

Code:
state = {
	id = 841
	name = STATE_841
	manpower = 1100000
	resources = {

	}
	state_category = pastoral
	history = {
		set_variable = {
			ETH_state_development_production_speed = -0.3
		} {
			ETH_state_development_local_building_slots_factor = -0.3
		}
		add_dynamic_modifier = {
			modifier = ETH_state_development_dynamic_modifier
		} {
			modifier = ETH_state_decentralization_dynamic_modifier
			scope = ETH
		}
		buildings = {

		}
		victory_points = {
			1984 2
		}
		owner = ETH
		add_core_of = ETH QEM
		1936.6.1 = {
			owner = ITA
			controller = ITA
		}
	}
	provinces = {
		1984 2040 13137 13241
	}
	local_supplies = 0.0
}
### Entity: Character
Component: MPL_aharon_remez
Constructs: has_completed_focus, limit, has_global_flag, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_aharon_remez = {
	advisor = {
		slot = air_chief
		ledger = air
		idea_token = MPL_aharon_remez
		allowed = {
			original_tag = MPL
		}
		available = {
			has_completed_focus = MPL_jews_ministers
			NOT = {
				has_global_flag = ISR_dov_hoz_dead
			}
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
	name = Dov Hoz
	portraits = {
		army = {
			small = GFX_idea_ISR_dov_hoz
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.22
Constructs: is_triggered_only, ai_chance, fire_only_once, add_timed_idea
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.22
	title = SEA_japan_foreign_policy.22.t
	desc = SEA_japan_foreign_policy.22.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.22.a
		ai_chance = {
			base = 100
		}
		add_timed_idea = {
			idea = JAP_japanese_influence_growing_tibet
			days = 180
		}
	} {
		name = SEA_japan_foreign_policy.22.b
		ai_chance = {
			base = 0
		}
		add_timed_idea = {
			idea = JAP_smaller_japanese_influence_growing_tibet
			days = 180
		}
	}
}
### Entity: Event
Component: INS_volksraad_events.31
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.31
	title = INS_volksraad_events.31.t
	desc = INS_volksraad_events.31.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_remove_education_quotas_effect = yes
	}
}
### Entity: Unit Template
Component: INS_INF_02
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_INF_02 = {
	name = TNI Infantry Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Divisi Infanteri %d
	ordered = {
		1 = {
			Divisi Infanteri %d Kostrad Cilodong
		}
		2 = {
			Divisi Infanteri %d Kostrad Singosari
		}
		3 = {
			Divisi Infanteri %d Kostrad Bontomarannu
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_tools_modernization
Constructs: completion_reward, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_tools_modernization
	icon = GFX_goal_generic_production
	x = 2
	y = 0
	relative_position_id = LIE_five_industries_initiative
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = LIE_tools_modernization
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: Idea
Component: LIT_seimas_idea_3
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_seimas_idea_3 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		drift_defence_factor = 0.2
		stability_factor = 0.1
		political_advisor_cost_factor = -0.1
		economy_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_research_new_enegry_options
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_research_new_enegry_options
	icon = GFX_goal_generic_nuclear_energy
	prerequisite = {
		focus = PHI_american_computer_imports
	}
	relative_position_id = PHI_american_computer_imports
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 30
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = PHI_research_new_enegry_options
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}