Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_government_of_india_act
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, set_temp_variable, is_controlled_by, has_resistance
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_government_of_india_act
	icon = GFX_focus_RAJ_all_india_forward_bloc
	prerequisite = {
		focus = RAJ_his_majestys_loyal_government
	}
	x = -4
	y = 1
	relative_position_id = RAJ_his_majestys_loyal_government
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		hidden_effect = {
			set_temp_variable = {
				RAJ_pp_bonus_based_on_compliance = 0
			}
			for_each_scope_loop = {
				array = ROOT.owned_states_at_game_start
				if = {
					limit = {
						is_controlled_by = ROOT
						has_resistance = yes
						compliance = > 74
					}
					add_to_temp_variable = {
						ROOT.RAJ_pp_bonus_based_on_compliance = 1
					}
				}
			}
			log = Total states granting bonus = [?ROOT.RAJ_pp_bonus_based_on_compliance]
			divide_temp_variable = {
				RAJ_pp_bonus_based_on_compliance = 100
			}
			multiply_temp_variable = {
				RAJ_pp_bonus_based_on_compliance = RAJ_the_government_of_india_act_pp_bonus_based_on_compliance
			}
		}
		custom_effect_tooltip = RAJ_the_government_of_india_act_pp_bonus_tt generic_skip_one_line_tt generic_skip_one_line_tt RAJ_famine_impact_reduction
		if = {
			limit = {
				NOT = {
					has_completed_focus = RAJ_the_government_of_india_act
				}
				any_state_in = {
					array = ROOT.owned_states_at_game_start
					has_resistance = yes
					compliance = > 74
				}
			}
			custom_effect_tooltip = current_states_granting_bonus_tt
			every_controlled_state = {
				limit = {
					is_in_array = {
						array = ROOT.owned_states_at_game_start
						value = THIS
					}
					has_resistance = yes
					compliance = > 74
				}
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = RAJ_the_government_of_india_act
				}
			}
			custom_effect_tooltip = no_state_meet_requirements_tt
		}
		add_to_variable = {
			RAJ_a_loyal_government_political_power_factor = RAJ_pp_bonus_based_on_compliance
		} {
			RAJ_famine_shield = 8
			tooltip = RAJ_famine_shield_tt
		}
		clear_variable = RAJ_pp_bonus_based_on_compliance
		add_stability = 0.05
		calculate_famine_shield_and_risk = yes
	}
}
### Entity: Event
Component: decisions.2
Constructs: is_triggered_only, limit, add_political_power, is_field_marshal, has_unit_leader_flag, has_trait, random_army_leader, set_unit_leader_flag
Source: game
File: events/Decisions_Events.txt

Code:
country_event = {
	id = decisions.2
	title = decisions.2.t
	desc = decisions.2.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					any_army_leader = {
						average_stats = < 2
						is_field_marshal = yes
						NOT = {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
					}
				}
				random_army_leader = {
					limit = {
						average_stats = < 2
						is_field_marshal = yes
						NOT = {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}
			} {
				limit = {
					any_army_leader = {
						NOT = {
							average_stats = < 2
						} {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 3
						is_field_marshal = yes
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							average_stats = < 2
						} {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 3
						is_field_marshal = yes
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}
			} {
				limit = {
					any_army_leader = {
						NOT = {
							average_stats = < 3
						} {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 4
						is_field_marshal = yes
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							average_stats = < 3
						} {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 4
						is_field_marshal = yes
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}
			} {
				limit = {
					any_army_leader = {
						NOT = {
							average_stats = < 4
						} {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
						is_field_marshal = yes
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							average_stats = < 4
						} {
							has_unit_leader_flag = hidden_sympathies_marshal
						} {
							has_trait = hidden_sympathies
						}
						is_field_marsha
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_fund_orthodox_church
Constructs: prerequisite, add_ideas, has_government, has_country_flag, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_fund_orthodox_church
	icon = GFX_goal_orthodoxy
	prerequisite = {
		focus = BUL_invite_investors
	}
	relative_position_id = BUL_invite_investors
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = democratic
		has_country_flag = BUL_democrats_in_power
	}
	completion_reward = {
		add_ideas = BUL_orthodox_support
		random_owned_controlled_state = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_69
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_69 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 69
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 69
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_expand_the_railways
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, build_railway, random_owned_state, add_building_construction
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_expand_the_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = MAN_invite_japanese_investors
	}
	x = 0
	y = 1
	relative_position_id = MAN_invite_japanese_investors
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		OR = {
			716 = {
				is_fully_controlled_by = ROOT
			}
			328 = {
				is_fully_controlled_by = ROOT
			}
			610 = {
				is_fully_controlled_by = ROOT
			}
			717 = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 716
			}
			build_railway = {
				path = {
					11771 9885 3895 3839 3970 6981
				}
			} {
				path = {
					11771 987 9781 11764 964 3783
				}
			}
		} {
			limit = {
				328 = {
					is_fully_controlled_by = ROOT
				}
				controls_state = 715 716
			}
			build_railway = {
				path = {
					11771 11808 916 4642 4572 4503 7652 10433
				}
			}
		} {
			limit = {
				controls_state = 716 610
			}
			build_railway = {
				path = {
					11771 6951 11815 9835 6837 11886 3900
				}
			}
		} {
			limit = {
				controls_state = 714 715
			}
			build_railway = {
				path = {
					11771 846 9831 930 4633 4561 4506 7582 10433
				}
			}
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = MAN_south_manchuria_railway_company
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.11
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.11
	title = BBA_italy_naval_cooperation_programs.11.t
	desc = BBA_italy_naval_cooperation_programs.11.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.11.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			custom_effect_tooltip = ITA_cede_aquila_class_destroyers_tt
			FROM = {
				navy_experience = 50
				add_political_power = 50
			}
		}
		hidden_effect = {
			FROM = {
				set_country_flag = ITA_ceded_aquila_class_destroyers_flag
				country_event = {
					id = BBA_italy_naval_cooperation_programs.12
					hours = 1
				}
			}
		}
	} {
		name = BBA_italy_naval_cooperation_programs.08.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_naval_cooperation_programs.13
					hours = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_hunt_the_submarines
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_hunt_the_submarines
	icon = GFX_goal_generic_navy_anti_submarine
	cost = 10
	prerequisite = {
		focus = PER_ensure_commercial_protection
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_hunt_the_submarines
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = SPR_navy_modernization
			bonus = 2
			uses = 1
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_ensure_commercial_protection
	x = 1
	y = 1
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_78
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_78 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 78
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 78
	}
}
### Entity: Decision
Component: r56_TUR_modernizing_the_economy
Source: game
File: common/decisions/categories/r56_TUR_decision_categories.txt

Code:
r56_TUR_modernizing_the_economy = {
	icon = GFX_decision_category_border_conflicts
	priority = 2
	allowed = {
		original_tag = TUR
	}
}
### Entity: Event
Component: tfv_south_africa.87
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.87
	title = tfv_south_africa.87.t
	desc = tfv_south_africa.87.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		DAH = {
			if = {
				limit = {
					SAF = {
						controls_state = 776
					}
				}
				transfer_state = 776
			}
		}
		SAF = {
			puppet = DAH
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		DAH = {
			if = {
				limit = {
					SAF = {
						controls_state = 776
					}
				}
				transfer_state = 776
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = DAH
		}
	}
}
### Entity: Order of Battle
Component: Foreign Stations Command
Source: game
File: history/units/ENG_1939_Naval_Legacy.txt

Code:
fleet = {
	name = Foreign Stations Command
	naval_base = 11064
	task_force = {
		name = North Atlantic Fleet
		location = 4135
		ship = {
			name = HMS Colombo
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Capetown
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Wryneck
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Keppel
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Vidette
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Vortigern
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Velox
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Watchman
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Douglas
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Active
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
					version_name = A/B/C/D Class
				}
			}
		} {
			name = HMS Wishart
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Wrestler
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_spd_35
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_spd_35 = {
	IF = {
		limit = {
			has_active_mission = GER_spd_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_spd_demands_action
			days = 150
		}
	}
}
### Entity: Event
Component: bftb_turkey.113
Constructs: is_triggered_only, remove_building, clear_global_event_target
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.113
	title = bftb_turkey.113.t
	desc = bftb_turkey.113.desc
	picture = GFX_report_event_tur_kurdish_guerillas
	is_triggered_only = yes
	option = {
		name = bftb_turkey.113.a
		event_target:TUR_fundamentalist_state = {
			remove_building = {
				type = industrial_complex
				level = 1
			}
			TUR_downgrade_fundamentalist_defiance_effect = yes
		}
		hidden_effect = {
			clear_global_event_target = TUR_fundamentalist_state
		}
	} {
		name = bftb_turkey.113.b
		event_target:TUR_fundamentalist_state = {
			TUR_upgrade_fundamentalist_defiance_effect = yes
		}
		hidden_effect = {
			clear_global_event_target = TUR_fundamentalist_state
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Operational_Integrity_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Operational_Integrity_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			always = no
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.19
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.19
	title = mongol_soviet_puppet.19.t
	desc = mongol_soviet_puppet.19.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.19.a
	}
}
### Entity: Event
Component: SEA_china_democratic.19
Constructs: is_triggered_only, limit, has_country_flag, is_pressing_warlord, clr_country_flag, create_wargoal, annex_everything
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.19
	title = SEA_china_democratic.19.t
	desc = SEA_china_democratic.19.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_democratic.19.a
		IF = {
			limit = {
				has_country_flag = is_pressing_warlord
			}
			clr_country_flag = is_pressing_warlord
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
			expire = 0
		}
	}
}
### Entity: State History
Component: 69
Constructs: add_core_of
Source: game
File: history/states/69-Sudatenland.txt

Code:
state = {
	id = 69
	name = STATE_69
	manpower = 2476250
	state_category = town
	resources = {
		steel = 4
	}
	history = {
		victory_points = {
			3585 3
		} {
			11432 1
		} {
			6470 1
		} {
			11401 3
		}
		owner = CZE
		add_core_of = CZE
		buildings = {
			infrastructure = 4
			industrial_complex = 2
			arms_factory = 1
			anti_air_building = 1
			424 = {
				bunker = 1
			}
			469 = {
				bunker = 1
			}
			3585 = {
				bunker = 1
			}
			6470 = {
				bunker = 1
			}
			9555 = {
				bunker = 1
			}
			11432 = {
				bunker = 1
			}
		}
		1938.9.30 = {
			owner = GER
			controller = GER
			add_core_of = GER
		}
	}
	provinces = {
		424 469 3418 3585 6470 9555 11401 11414 11432
	}
	local_supplies = 0.0
}
### Entity: Achievement
Component: hoofin_it
Constructs: owns_state, is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
hoofin_it = {
	id = 122
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = hoofin_it_tt
			owns_state = 293 292 857 858 854 855 856 859 294 658 765 659 679 1014 1013 1015 1016 992
			check_variable = {
				num_equipment_in_armies@infantry_equipment = > 4499
			} {
				num_battalions_with_type@camelry = > 29
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_aircraft_designer_ilyushin
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_aircraft_designer_ilyushin = {
	OR = {
		has_idea = SOV_ilyushin_design_bureau SOV_ilyushin_design_bureau_1 SOV_ilyushin_design_bureau_2 SOV_ilyushin_design_bureau_3 SOV_ilyushin_design_bureau_1_2 SOV_ilyushin_design_bureau_1_3 SOV_ilyushin_design_bureau_2_3 SOV_ilyushin_design_bureau_final
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_540
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_540 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 540
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 540
	}
}
### Entity: Event
Component: MUN_czech_bop.1
Constructs: is_triggered_only, ai_chance, add_ideas, set_power_balance, set_default, set_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech_bop.1
	title = MUN_czech_bop.1.t
	desc = MUN_czech_bop.1.d
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_ideas = CZE_army_readiness_4
			set_power_balance = {
				id = CZE_bop_army_readiness
				set_default = yes
			}
			set_country_flag = CZE_cant_release_SLO_anymore_flag
		}
	}
	option = {
		name = MUN_czech_bop.1.a
		ai_chance = {
			factor = 1
		}
		custom_effect_tooltip = generic_has_happen_tt CZE_bop_has_started_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_ideas = CZE_army_readiness_4
		}
	}
}
### Entity: Idea
Component: VIN_the_permanent_revolution_theory
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_permanent_revolution_theory = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = fourth_international
	modifier = {
		justify_war_goal_time = -0.3
		army_attack_factor = 0.05
		attrition = -0.05
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_exterminate_anarchists
Constructs: has_completed_focus, has_war_with, has_dlc, has_global_flag, is_controlled_by, is_subject_of
Source: game
File: common/ai_strategy/SPR.txt

Code:
spanish_civil_war_exterminate_anarchists = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		country_exists = SPC
		SPC = {
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		NOT = {
			original_tag = SPR
		} {
			has_global_flag = SPR_anarchist_victory_timer_flag
		}
		has_global_flag = scw_over
		capital_scope = {
			any_state = {
				is_controlled_by = SPC
				distance_to = {
					target = PREV
					value = < 2000
				}
			}
		}
	}
	abort = {
		OR = {
			is_subject_of = SPC
			has_war_with = SPC
		}
	}
	ai_strategy = {
		type = antagonize
		id = SPC
		value = 100
	} {
		type = contain
		id = SPC
		value = 100
	} {
		type = consider_weak
		id = SPC
		value = 50
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_revise_the_taxation_system
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_revise_the_taxation_system
	icon = GFX_focus_generic_price_controls
	x = 0
	y = 1
	relative_position_id = SIA_reduction_of_agricultural_yield_taxes
	prerequisite = {
		focus = SIA_reduction_of_agricultural_yield_taxes
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			SIA_aep_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			SIA_aep_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			SIA_aep_extraction = 0.05
			tooltip = local_resources_factor_tt
		}
		SIA_increase_civilian_approval = yes
		SIA_decrease_military_approval = yes
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0D
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0D = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^13 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0D
		value = 15000
	} {
		type = invade
		id = C0D
		value = 200
	}
}
### Entity: Idea
Component: POR_reactionary_resistance4
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_reactionary_resistance4 = {
	name = POR_reactionary_resistance
	picture = chi_war_of_resistance2
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.03
		neutrality_drift = 0.01
	}
}
### Entity: Idea
Component: AUS_equal_rights_women
Constructs: has_government, industrial_capacity_factory, conscription_factor
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_equal_rights_women = {
	picture = ARG_women_in_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	modifier = {
		industrial_capacity_factory = 0.1
		conscription_factor = 0.1
	}
	rule = {
		can_generate_female_aces = yes
	}
}