Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 79
Constructs: add_core_of
Source: game
File: history/states/79-moldovia.txt

Code:
state = {
	id = 79
	name = STATE_79
	manpower = 2806400
	resources = {
		coal = 1
	}
	state_category = rural
	history = {
		owner = ROM
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 2
		}
		victory_points = {
			9716 1
		} {
			6706 1
		}
		add_core_of = ROM
	}
	provinces = {
		723 744 3728 3741 6584 6706 6729 6747 6761 9701 9716 11534 11652 11655 11672 11689
	}
	local_supplies = 7.0
}
### Entity: Idea
Component: ARM_ararat_cement
Constructs: research_bonus
Source: game
File: common/ideas/armenia.txt

Code:
ARM_ararat_cement = {
	picture = generic_industrial_concern_1
	allowed = {
		original_tag = ARM
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Component: bra_basta
Constructs: prerequisite, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_basta
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = bra_mex_rev bra_cuba_rev
	}
	relative_position_id = bra_mex_rev
	x = -2
	y = 1
	cost = 5
	will_lead_to_war_with = USA
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = USA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: CHL_introduced_the_franc_idea
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_introduced_the_franc_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_economic_increase
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_national_mobilization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_national_mobilization
	icon = GFX_goal_generic_army_mobilization2
	relative_position_id = AUS_unite_the_nation
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_unite_the_nation
	}
	cost = 7
	completion_reward = {
		add_ideas = AUS_national_mobilization
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_tokugawa_iesato_focus
Constructs: prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, has_country_leader, add_country_leader_role, swap_country_leader_traits
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_tokugawa_iesato_focus
	icon = GFX_focus_JAP_tokugawa_iesatos_premiership
	mutually_exclusive = {
		focus = JAP_abe_isoo_focus JAP_machida_chuuji_focus JAP_ichiro_hatoyama_focus JAP_mitsumasa_yonai_focus
	}
	x = -2
	y = 1
	relative_position_id = JAP_minpon_shugi
	prerequisite = {
		focus = JAP_minpon_shugi JAP_minshu_shugi
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_tokugawa_iesato
					}
				}
			}
			add_country_leader_role = {
				character = JAP_tokugawa_iesato
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1989.1.1.1
					traits = {
						JAP_the_tokugawa_heir
					}
				}
			}
		}
		ELSE = {
			add_political_power = 50
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_tokugawa_iesato = {
				swap_country_leader_traits = {
					remove = JAP_popular_diplomat
					add = JAP_the_tokugawa_heir
					ideology = conservatism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_theyre_bourgeoisie
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_theyre_bourgeoisie
	icon = GFX_goal_generic_attack_israel
	mutually_exclusive = {
		focus = PAL_theyre_brothers
	}
	prerequisite = {
		focus = PAL_jewish_question
	}
	x = 1
	y = 1
	relative_position_id = PAL_jewish_question
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
}
### Entity: Idea
Component: KOS_awt
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = KOS
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: spain.3
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, has_civil_war, every_other_country
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.3
	title = spain.2.t
	desc = spain.3.d
	picture = GFX_report_event_spain_civil_war_volunteers
	is_triggered_only = yes
	trigger = {
		has_civil_war = yes
	}
	option = {
		name = spain.3.a
		every_other_country = {
			limit = {
				has_government = communism
				NOT = {
					tag = SPR
				}
			}
			country_event = {
				id = spain.5
				days = 1
			}
		}
		if = {
			limit = {
				MEX = {
					NOT = {
						has_government = fascism
					}
				}
			}
			MEX = {
				country_event = {
					id = spain.5
					days = 1
				}
			}
		}
	} {
		name = spain.3.b
		add_political_power = 40
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Idea
Component: MAN_resource_manchu_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_resource_manchu_idea = {
	picture = saf_history_of_segregation
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		NOT = {
			is_subject_of = JAP
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.1
		production_factory_start_efficiency_factor = -0.05
		industrial_capacity_factory = -0.1
		local_resources_factor = 0.2
		fuel_gain_factor = 0.25
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.4
Constructs: is_triggered_only, has_war, random_list
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.4
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_war = no
	}
	immediate = {
		random_list = {
			55 = {
				country_event = mtg_usa_civil_war_democrats.15
			}
			45 = {
				country_event = mtg_usa_civil_war_democrats.16
			}
		}
	}
}
### Entity: Character
Component: central_bank
Source: game
File: common/country_leader/00_traits.txt

Code:
central_bank = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: HUN_MIL_01
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_MIL_01 = {
	name = Ragged Guards Divisions
	for_countries = {
		HUN
	}
	can_use = {
		original_tag = HUN
	}
	division_types = {
		militia
	}
	fallback_name = %d. Rongyos Gárda
	ordered = {
		1 = {
			Rongyos Gárda 'Vas'
		}
		2 = {
			Rongyos Gárda 'Moson'
		}
		3 = {
			Rongyos Gárda 'Felsőőr'
		}
		4 = {
			Rongyos Gárda 'Kismarton'
		}
		5 = {
			Rongyos Gárda 'Ágfalva'
		}
		6 = {
			Rongyos Gárda 'Győr'
		}
		7 = {
			Rongyos Gárda 'Pecs'
		}
		8 = {
			Rongyos Gárda 'Baja'
		}
		9 = {
			Rongyos Gárda 'Szeged'
		}
		10 = {
			Rongyos Gárda 'Csongrád'
		}
		11 = {
			Rongyos Gárda 'Debrecen'
		}
		12 = {
			Rongyos Gárda 'Kassa'
		}
		13 = {
			Rongyos Gárda 'Újvidék'
		}
		14 = {
			Rongyos Gárda 'Kolozsvár'
		}
		15 = {
			Rongyos Gárda 'Ungvár'
		}
		16 = {
			Rongyos Gárda 'Eperjes'
		}
		17 = {
			Rongyos Gárda 'Pozsony'
		}
	}
}
### Entity: Idea
Component: idea_GUYA_old_powers_SOV
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_old_powers_SOV = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = saf_soviet_advisers
	removal_cost = -1
	modifier = {
		pocket_penalty = -0.2
		unit_infantry_design_cost_factor = -0.5
		org_loss_at_low_org_factor = -0.15
	}
}
### Entity: Event
Component: INS_loyalist_events.10
Constructs: is_triggered_only, limit, annex_country, add_core_of, is_core_of
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.10
	title = INS_loyalist_events.10.t
	desc = INS_loyalist_events.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.10.a
		INS = {
			country_event = {
				id = INS_loyalist_events.11
				hours = 12
			}
			effect_tooltip = {
				annex_country = {
					target = MAL
					transfer_troops = yes
				}
				1060 = {
					add_core_of = INS
				}
				336 = {
					add_core_of = INS
				}
				1063 = {
					add_core_of = INS
				}
				if = {
					limit = {
						334 = {
							is_core_of = INS
						}
					}
					333 = {
						add_core_of = INS
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_complete_plan_east
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, completion_reward, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_complete_plan_east
	icon = GFX_focus_generic_treaty
	x = -3
	y = 3
	relative_position_id = POL_plan_east
	cost = 0
	prerequisite = {
		focus = POL_fortification_of_belarus POL_fortification_of_ukraine POL_supply_the_rail_nexus POL_eastern_conscripts POL_belorussian_army POL_ruthenian_army POL_local_eastern_plans
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_completed_focus = POL_plan_east
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = POL_plan_modifier
					scope = POL
				}
			}
			remove_dynamic_modifier = {
				modifier = POL_plan_modifier
				scope = POL
			}
		}
		custom_effect_tooltip = POL_complete_plan_east_tt
	}
}
### Entity: Idea
Component: democratic_revolutionaries
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
democratic_revolutionaries = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_fund_the_navy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_fund_the_navy
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 7
	y = 1
	relative_position_id = USA_two_ocean_navy_act
	cost = 5
	prerequisite = {
		focus = USA_two_ocean_navy_act
	}
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = USA_fund_the_navy
			uses = 3
			cost_reduction = 0.5
			category = naval_doctrine
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PATHFIND_PROV_get_neighbors
Constructs: limit, set_temp_variable, clear_temp_array, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_PATHFINDING_effects.txt

Code:
EAI_PATHFIND_PROV_get_neighbors = {
	set_temp_variable = {
		_get_province_id_neighbors = cur_id
	}
	EAI_MAP_get_province_neighbors = yes
	clear_temp_array = pathfind_prov_neighbors
	for_each_loop = {
		array = province_neighbors_
		value = neighbor_id
		if = {
			limit = {
				if = {
					limit = {
						check_variable = {
							_pathfind_prov_type = 0
						}
					}
					OR = {
						controls_province = neighbor_id
						any_allied_country = {
							controls_province = neighbor_id
						}
					}
				} {
					limit = {
						check_variable = {
							_pathfind_prov_type = 1
						}
					}
					OR = {
						controls_province = neighbor_id
						any_allied_country = {
							controls_province = neighbor_id
						}
					}
				} {
					limit = {
						check_variable = {
							_pathfind_prov_type = 2
						}
					}
					controls_province = neighbor_id
				}
			}
			add_to_temp_array = {
				pathfind_prov_neighbors = neighbor_id
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_defense_in_depth
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, every_army_leader, add_defense, add_mio_funds, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_defense_in_depth
	icon = GFX_focus_prc_infiltration
	x = -2
	y = 1
	mutually_exclusive = {
		focus = SWE_land_air_warfare
	}
	cost = 10
	prerequisite = {
		focus = SWE_as_the_barometer_falls
	}
	relative_position_id = SWE_as_the_barometer_falls
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = SWE_defense_in_depth_0
		every_army_leader = {
			add_defense = 1
		}
		mio:SWE_bofors_organization = {
			add_mio_funds = 200
			unlock_mio_trait_tooltip = {
				trait = SWE_mio_trait_defense_in_depth
			}
		}
	}
}
### Entity: Event
Component: lar_news.16
Constructs: is_triggered_only
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.16
	title = lar_news.16.t
	desc = lar_news.16.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.16.a
		trigger = {
			original_tag = SPR
		}
	} {
		name = lar_news.16.b
		trigger = {
			NOT = {
				original_tag = SPR
			}
		}
	}
}
### Entity: Idea
Component: MAN_specialized_units
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_specialized_units = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		army_leader_start_level = 2
		special_forces_defence_factor = 0.1
		special_forces_attack_factor = 0.1
	}
}
### Entity: Idea
Component: idea_SIA_unconventional_tank_construction
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_unconventional_tank_construction = {
	picture = man_five_year_plan_tank
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	equipment_bonus = {
		light_tank_chassis = {
			instant = yes
			build_cost_ic = -0.1
			soft_attack = -0.05
		}
	}
}
### Entity: Character
Component: CHI_minister_of_transport_trait_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_minister_of_transport_trait_2 = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.05
	production_speed_supply_node_factor = 0.1
	production_speed_naval_base_factor = 0.05
	production_speed_industrial_complex_factor = 0.1
	equipment_bonus = {
		mio_cat_eq_all_small_plane = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_flamethrower_support_design_focus
Constructs: has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_flamethrower_support_design_focus = {
	EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
	EAI_light_flamethrower_support_tech_focus = yes
	OR = {
		AND = {
			EAI_LARM_equipment_production = yes
			has_design_based_on = light_tank_chassis
		} {
			EAI_amphibious_tech_focus = yes
			has_design_based_on = light_tank_amphibious_chassis
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BUL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.49
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.73
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: Event
Component: mongol.42
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power, complete_national_focus
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.42
	title = mongol.42.t
	desc = mongol.42.d
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mongol.42.a
		add_political_power = 150
		add_stability = 0.05
		complete_national_focus = MON_end_political_opportunism
	}
}
### Entity: AI Strategy
Component: USA_early_island_hopping
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_early_island_hopping = {
	allowed = {
		original_tag = USA
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = JAP
		date = < 1943.8.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = 84
		value = 100
	} {
		type = naval_dominance
		id = 97
		value = 100
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_modern_tanks
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_modern_tanks
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = CRO_armored_cavalry
	} {
		focus = CRO_artillery_regiments
	}
	mutually_exclusive = {
		focus = CRO_tank_conversions
	}
	x = 4
	y = 5
	relative_position_id = CRO_home_guard
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_modern_tanks
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: fighter2
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		fighter_equipment_2
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_jet_engine
		}
	}
	path = {
		leads_to_tech = fighter3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 6
		}
	}
	categories = {
		light_air light_fighter air_equipment mio_cat_all_light_fighter_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	sub_technologies = {
		cv_fighter2
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 4
			is_major = yes
		} {
			factor = 0
			original_tag = GER
			date = < 1941.1.1
		} {
			factor = 1.2
			date = > 1941.1.1
		} {
			factor = 1.2
			date = > 1942.1.1
		} {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 5
			date = > 1944.1.1
		}
	}
}
### Entity: Idea
Component: midget_submarine_specialization_mtg
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/_event.txt

Code:
midget_submarine_specialization_mtg = {
	name = midget_submarine_specialization
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_naval_manufacturer_1
	modifier = {
		sp_naval_midget_submarine_speed_factor = 1
	}
	equipment_bonus = {
		ship_hull_midget_submarine = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Idea
Component: idea_RAJ_land_of_the_tillers
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_land_of_the_tillers = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.1
		conscription_factor = 0.08
		supply_combat_penalties_on_core_factor = -0.05
	}
}
### Entity: Trigger Reference
Construct: foreign_manpower
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## foreign_manpower

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check the amount of foreign garrison manpower we have
```
### Entity: Idea
Component: vickers_armstrong_eng
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
vickers_armstrong_eng = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: 135th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 135th Division
	location = 7948
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_yang_hanzhong
	}
}
### Entity: Event
Component: r56_manchuria.28
Constructs: is_triggered_only, ai_chance, add_stability, is_in_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_manchukou.txt

Code:
country_event = {
	id = r56_manchuria.28
	title = r56_manchuria.28.t
	desc = r56_manchuria.28.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = r56_manchuria.28.a
		ai_chance = {
			base = 100
			modifier = {
				FROM = {
					any_war_score = < 0.3
				}
				factor = 3
			} {
				is_in_faction = yes
				factor = 0
			}
		}
		FROM = {
			puppet = ROOT
			country_event = {
				id = r56_manchuria.29
			}
		}
	} {
		name = r56_manchuria.28.b
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = r56_manchuria.30
			}
			create_wargoal = {
				target = ROOT
				type = puppet_wargoal_focus
			}
		}
		add_stability = 0.05
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Brigades
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Brigades
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = interventionism_focus
	}
	x = 0
	y = 2
	relative_position_id = interventionism_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Brigades_I
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: EQG_ncm
Source: game
File: common/characters/EQG.txt

Code:
EQG_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = EQG_ncm
		allowed = {
			original_tag = EQG
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: cityfall.53
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.53
	title = cityfall.53.t
	desc = cityfall.53.d
	picture = GFX_news_event_fall_of_new_york2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_bhu
	}
	option = {
		name = cityfall.53.a
		trigger = {
			NOT = {
				TAG = USA BHU
			}
		}
	} {
		name = cityfall.53.b
		trigger = {
			TAG = BHU
		}
	} {
		name = cityfall.53.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_economic_liberalisation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_economic_liberalisation
	icon = GFX_goal_generic_bills
	relative_position_id = ISR_undo_austerity
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_undo_austerity
	}
	cost = 7
	completion_reward = {
		add_ideas = MPL_liberalized
	}
}