Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: est_focus
Component: EST_national_pride_in_finland
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_national_pride_in_finland
	icon = GFX_focus_EST_national_pride_in_finland
	prerequisite = {
		focus = EST_empower_finnish_militants
	}
	x = 0
	y = 3
	relative_position_id = EST_empower_finnish_militants
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	bypass = {
		FIN = {
			OR = {
				exists = no
				is_subject = yes
				has_government = fascism
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = EST_convert_FIN_cat
	}
}
### Entity: Name List
Component: SSD
Source: game
File: common/names/tymodern_names.txt

Code:
SSD = {
	male = {
		names = {
			Abdelkarim Abdel Aziz Ahmad Alexander Alfred Alkhalifa Awn Gaafar Hassan Haitham Ismail John Lam Mandour Minni Mo Mohammed Nagmeldin Omar Omer Osman Rashid Sadiq Sayed Tayeb Todd Abel Alek Aldo Aliir Angelo Dayu Ataui Ater Dominic Deng Francis Guor Kiir Kuol Luol Jacob Jackson John Majak Manute Nhial Deng Philip Salva Santino Thon Valentino
		}
	}
	female = {
		names = {
			Zeinab Anjelina Margret Rose
		}
	}
	surnames = {
		Abdullah Abubakr Akol AlKabli Al-Azhari Al-Bashir Al-Mahdi Al-Mirghani Alsharif Badawi BakrElmahdi Eltayeb Garang Ibrahim Ismail El Kachief Keir Khalifa Matthews-Jouda Minnawi El Mubarak Mustafa Nimeiry Salman Salih Siddig Taban Wardi Abugo Agor Adut Alier Aliir Aligo Bol Bok Bul Dau Daw Deng Dut Garang Hassan Kenyi Lohalith Lokonyen Majok Maker Marial Mayardit Manyang Juuk Nhial Panyang Wek
	}
	callsigns = {

	}
}
### Entity: Character
Component: KMT_chiangs_loyal_right_hand_man
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_chiangs_loyal_right_hand_man = {
	random = no
	sprite = 15
	operative_slot = 1
	intelligence_agency_defense = 1
	war_support_weekly = 0.001
	resistance_decay = 0.15
	political_power_factor = 0.05
	war_support_factor = 0.05
	stability_factor = 0.05
	neutrality_drift = 0.08
}
### Entity: Effect Reference
Construct: Effects
Constructs: Effects, set_grand_doctrine, set_sub_doctrine, add_mastery, add_daily_mastery, add_mastery_bonus
Source: vanilla_docs
File: common/doctrines/_documentation.md

Doc:
## Doctrine Effects

* set_grand_doctrine
* set_sub_doctrine
* add_mastery
* add_daily_mastery
* add_mastery_bonus
### Entity: Idea
Component: ITA_strengthened_the_airforce
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_strengthened_the_airforce = {
	removal_cost = -1
	picture = generic_aircraft_support
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		army_bonus_air_superiority_factor = 0.05
		air_cas_present_factor = 0.05
		experience_gain_air_factor = 0.1
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_national_prosperity_program
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_national_prosperity_program
	icon = GFX_goal_generic_consumer_goods
	x = -2
	y = 1
	prerequisite = {
		focus = USA_ally_with_the_silver_shirts
	}
	relative_position_id = USA_ally_with_the_silver_shirts
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: Character
Component: COG_emile_janssens
Constructs: has_completed_focus, is_subject
Source: game
File: common/characters/COG.txt

Code:
COG_emile_janssens = {
	name = COG_emile_janssens
	portraits = {
		army = {
			large = GFX_portrait_COG_emile_janssens
			small = GFX_portrait_COG_emily_janssens_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				is_subject = yes
				has_completed_focus = CONGO_overseas_department_of_belgium CONGO_dominion_of_congo
			}
		}
	}
}
### Entity: Idea
Component: AUS_weakened_federal_army
Constructs: army_attack_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_weakened_federal_army = {
	picture = generic_army_problems
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.05
		army_org_factor = -0.05
		army_attack_factor = -0.05
		political_power_factor = 0.05
	}
}
### Entity: Character
Component: NOR_birger_meidell
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_birger_meidell = {
	name = NOR_birger_meidell
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_birger_oivind_meidell_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_fascist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_birger_meidell
		allowed = {
			NOR_AAT = yes
		}
		available = {
			OR = {
				has_government = fascism
				has_completed_focus = NOR_nasjonal_samling
			}
		}
		traits = {
			NOR_commisary_minister
		}
	}
}
### Entity: Operation
Component: steal_blueprints_seduction
Source: game
File: common/operation_phases/lar_steal_blueprints.txt

Code:
steal_blueprints_seduction = {
	name = steal_blueprints_seduction
	desc = steal_blueprints_seduction_desc
	outcome = steal_blueprints_seduction_outcome
	picture = GFX_phase_infiltrate_military_seduction
	icon = GFX_phase_infiltrate_military_seduction_small
	equipment = {

	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_spirit_of_the_industrial_revolution
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_spirit_of_the_industrial_revolution
	prerequisite = {
		focus = ENG_soviet_cooperation ENG_liberate_the_home_of_marx ENG_crush_the_dream
	}
	available = {

	}
	icon = GFX_goal_generic_soviet_construction
	x = -3
	y = 1
	relative_position_id = ENG_liberate_the_home_of_marx
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ENG_spirit_of_the_industrial_revolution_idea
	}
}
### Entity: Idea
Component: JAP_modern_ikko_ikki_idea
Constructs: has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_modern_ikko_ikki_idea = {
	picture = JAP_modern_ashigaru
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		conscription = 0.01
		army_org_factor = 0.05
		army_morale_factor = 0.05
		army_attack_factor = 0.05
	}
}
### Entity: Character
Component: NFL_w_f_rendell
Source: game
File: common/characters/NFL.txt

Code:
NFL_w_f_rendell = {
	name = NFL_w_f_rendell
	portraits = {
		army = {
			large = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_3.dds
		}
	}
	corps_commander = {
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Modding Documentation
Construct: map_icon_reload_type
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## map_icon_reload_type
* Arguments: <NUM> or <help>
* Not available in release build

Specify a map icon type to reload
### Entity: Character
Component: SOV_aleksandr_yegorov
Constructs: has_character, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_yegorov = {
	name = SOV_aleksandr_yegorov
	portraits = {
		army = {
			small = GFX_idea_aleksandr_yegorov
			large = GFX_portrait_SOV_aleksandr_yegorov
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SOV_aleksandr_yegorov
		allowed = {
			original_tag = SOV
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 5
				NOT = {
					has_character = SOV_semyon_timoshenko
				}
			}
		}
	}
	field_marshal = {
		traits = {
			career_officer inflexible_strategist trait_reckless
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Modifier Reference
Construct: ground_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ground_attack_factor

* Number with 1 decimal places
* **Categories**: air, aggressive
### Entity: Idea
Component: idea_SIA_civil_service_heroism_1
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civil_service_heroism_1 = {
	picture = generic_research_bonus
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.04
	}
}
### Entity: Event
Component: mtg_netherlands.54
Constructs: is_triggered_only, add_political_power, random_list, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.54
	title = mtg_netherlands.54.t
	desc = mtg_netherlands.54.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.54.a
		hidden_effect = {
			random_list = {
				15 = {
					country_event = {
						id = mtg_netherlands.55
						days = 7
						random_days = 7
					}
				}
				10 = {
					country_event = {
						id = mtg_netherlands.56
						days = 7
						random_days = 7
					}
				}
			}
		}
	} {
		name = mtg_netherlands.54.b
		add_political_power = -50
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NIC_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = NIC
		}
		requested_factories = 1
		progress = 0.89
		efficiency = 100
	}
}
### Entity: Unit Leader
Component: JAP_royal_lineage
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
JAP_royal_lineage = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = JAP
		}
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Unit Template
Component: LIB
Source: game
File: common/units/names/00_names.txt

Code:
LIB = {
	submarine = {
		prefix = LRS
		generic = {
			Submarine
		}
		unique = {
			Abolition Grace Free Man Thrust Hope
		}
	}
	destroyer = {
		prefix = LRS
		generic = {
			Destroyer
		}
		unique = {
			Abolition Grace Free Man Thrust Hope
		}
	}
	light_cruiser = {
		prefix = LRS
		generic = {
			Light Cruiser
		}
		unique = {
			Abolition Grace Free Man Thrust Hope
		}
	}
	heavy_cruiser = {
		prefix = LRS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Abolition Grace Free Man Thrust Hope
		}
	}
	battle_cruiser = {
		prefix = LRS
		generic = {
			Battlecruiser
		}
		unique = {
			Monrovia Freedom
		}
	}
	battleship = {
		prefix = LRS
		generic = {
			Battleship
		}
		unique = {
			Monrovia Freedom
		}
	}
	carrier = {
		prefix = LRS
		generic = {
			Carrier
		}
		unique = {
			Republic of Liberia Promised Land
		}
	}
}
### Entity: Idea
Component: FIN_infiltrated_assets_no_lar
Constructs: removal_cost, decryption_factor
Source: game
File: common/ideas/finland.txt

Code:
FIN_infiltrated_assets_no_lar = {
	name = FIN_infiltrated_assets
	picture = ETH_corrupt_bureaucracy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		subversive_activites_upkeep = -0.25
		decryption_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: ICE_bjorn_sveinsson_bjornsson
Constructs: has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_bjorn_sveinsson_bjornsson = {
	name = ICE_bjorn_sveinsson_bjornsson
	portraits = {
		army = {
			large = GFX_portrait_ICE_bjorn_sveinsson_bjornsson
			small = GFX_portrait_ICE_bjorn_sveinsson_bjornsson_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: every_owned_state, add_equipment_to_stockpile, limit, is_good, set_country_flag, has_state_flag, has_railway_connection, set_state_flag
Source: game
File: common/decisions/PHI.txt

Code:
economy_decisions = {
	PHI_investment_plan_1 = {
		allowed = {
			always = no
		}
		days_mission_timeout = 240
		is_good = yes
		available = {
			hidden_trigger = {
				always = no
			}
		}
		timeout_effect = {
			set_country_flag = PHI_completed_investment_plan_1
			custom_effect_tooltip = PHI_every_state_with_new_railway_connection generic_skip_one_line_tt
			every_owned_state = {
				visible_when_empty = yes
				limit = {
					NOT = {
						has_state_flag = PHI_railway_present
					}
					any_neighbor_state = {
						ROOT = {
							has_railway_connection = {
								start_state = PREV
								target_state = PREV.PREV
							}
						}
					}
				}
				set_state_flag = PHI_improved_railway
				add_dynamic_modifier = {
					modifier = PHI_investment_plan_1_building_bonus
					days = 720
				}
			}
			random_owned_state = {
				limit = {
					is_core_of = PHI
					is_fully_controlled_by = PHI
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					has_state_flag = PHI_improved_railway
					is_core_of = PHI
					is_fully_controlled_by = PHI
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	PHI_investment_plan_2 = {
		allowed = {
			always = no
		}
		days_mission_timeout = 180
		is_good = no
		available = {
			custom_trigger_tooltip = {
				tooltip = PHI_has_built_at_least_one_dockyard
				check_variable = {
					num_of_naval_factories = > PHI_dockyards_pre_investment
				}
			}
			any_controlled_state = {
				naval_base = > 5
			}
			count_triggers = {
				amount = 3
				ENG = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
				FRA = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
				AST = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
				CHI = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
				JAP = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
# ... (truncated)
### Entity: National Focus
Tree: tib_focus
Component: TIB_open_the_sikkim_trade_office
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_open_the_sikkim_trade_office
	icon = GFX_goal_trade_pact
	prerequisite = {
		focus = TIB_revenge_for_the_sage TIB_topple_the_feudal_regime
	}
	relative_position_id = TIB_topple_the_feudal_regime
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_operation_take_australia
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, add_timed_idea, has_wargoal_against, has_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_operation_take_australia
	icon = GFX_focus_JAP_operation_take_australia
	x = 0
	y = 1
	relative_position_id = JAP_battle_for_australia
	prerequisite = {
		focus = JAP_battle_for_australia
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_naval_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	will_lead_to_war_with = AST NZL
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_operation_an_idea
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_war_with = AST
					has_wargoal_against = {
						target = AST
					}
					has_subject = AST
					is_in_faction_with = AST
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = AST
				expire = 0
			}
		} {
			limit = {
				NOT = {
					has_war_with = NZL
					has_wargoal_against = {
						target = NZL
					}
					has_subject = NZL
					is_in_faction_with = NZL
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = NZL
				expire = 0
			}
		}
		add_ai_strategy = {
			type = antagonize
			id = AST
			value = 100
		} {
			type = antagonize
			id = NZL
			value = 100
		} {
			type = conquer
			id = AST
			value = 50
		} {
			type = conquer
			id = NZL
			value = 50
		}
	}
}
### Entity: Character
Component: POL_edward_rydzsmigly
Constructs: has_completed_focus
Source: game
File: common/characters/POL.txt

Code:
POL_edward_rydzsmigly = {
	name = POL_edward_rydz_smigly
	portraits = {
		army = {
			large = GFX_portrait_POL_edward_rydz_smigly
			small = GFX_idea_POL_edward_rydz_smigly
		}
		civilian = {
			large = GFX_portrait_POL_edward_rydz_smigly
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = POL_edward_rydz_smigly
		ledger = army
		allowed = {
			original_tag = POL
		}
		available = {
			has_completed_focus = POL_the_sanation_right
		}
		traits = {
			sanation_militarist
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		traits = {
			old_guard POL_sanation_right_leader thorough_planner politically_connected
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_align_the_blueshirts_puppet
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_align_the_blueshirts_puppet
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = KMT_find_chiang_kai_shek
	}
	available = {
		has_government = fascism
		NOT = {
			any_other_country = {
				exists = yes
				has_government = fascism
				OR = {
					has_completed_focus = KMT_the_tianmen_square_coup CHI_the_national_unity_government
				}
			}
		}
	}
	x = 2
	y = 1
	cost = 6
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = KMT_find_chiang_kai_shek
	completion_reward = {
		add_ideas = KMT_blueshirt_remnants
	}
}
### Entity: AI Strategy
Component: RAJ_hindutva
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/RAJ_GOE_alternative_strategy_plan.txt

Code:
RAJ_hindutva = {
	name = Fascism - Hindutva
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = RAJ_AI_RANDOM_INDIA_HINDUTVA
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_FASCISM_HINDUTVA
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		RAJ_local_recruitment_offices RAJ_provincial_autonomy RAJ_purna_swaraj RAJ_uplifting_the_people_of_india RAJ_tenancy_reforms RAJ_debt_relief RAJ_league_against_gandhism RAJ_forward_bloc RAJ_promote_violence_against_the_british RAJ_swadeshi_movement RAJ_ammunition_factory_khadki RAJ_protest_against_the_howell_monument RAJ_go_into_hiding RAJ_infiltrate_aden RAJ_azad_hind_dlc RAJ_azad_hind_dlc_radio RAJ_seek_japanese_support RAJ_the_enemy_of_my_enemy RAJ_shaheed_and_swaraj RAJ_give_me_blood_and_i_will_grant_you_freedom RAJ_hindutva RAJ_war_taxes RAJ_the_indian_national_army RAJ_coal_fire_and_steel RAJ_heavy_industries RAJ_hindu_mahasabha RAJ_sanatani RAJ_the_sword_and_the_saffron RAJ_rashtriya_swayamsevak_sangh RAJ_hindi_as_a_national_language RAJ_the_hindu_martial_tradition RAJ_akhand_bharat RAJ_seven_shackles RAJ_cultural_reawekening
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Unit Template
Component: HUN_CA_HISTORICAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		HUN
	}
	can_use = {
		not = {
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Nehézcirkálo %d
	unique = {
		Sankt Georg Helgoland Saida Admiral Spaun Szigetvár Aspern Zenta Leopard Panther Tiger
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_local_western_plans
Constructs: has_completed_focus, prerequisite, completion_reward, unlock_decision_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_local_western_plans
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = POL_plan_west
	}
	x = 0
	y = 1
	relative_position_id = POL_plan_west
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		unlock_decision_tooltip = POL_defend_in_west_state
		add_doctrine_cost_reduction = {
			name = POL_local_western_plans
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: inglis_company
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
inglis_company = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Event
Component: SEA_PRC_political_events.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.4
	title = SEA_PRC_political_events.4.t
	desc = SEA_PRC_political_events.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.4.a
	}
}