Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bul_focus
Component: BUL_repurpose_abandoned_facilities
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_repurpose_abandoned_facilities
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = BUL_industrial_centralization
	} {
		focus = BUL_finalize_rearmament_plans
	}
	relative_position_id = BUL_fill_the_supply_gaps
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: WW_hungary.52
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, every_state, is_controlled_by, is_subject_of, is_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.52
	title = WW_hungary.52.t
	desc = WW_hungary.52.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.52.a
		ai_chance = {
			factor = 100
		}
		every_state = {
			limit = {
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of = ROOT
						controls_state = PREV
					}
				}
				NOT = {
					is_core_of = ROOT
				} {
					is_owned_and_controlled_by = SPR
				}
				is_core_of = SPR
			}
			transfer_state_to = SPR
		}
		SPR = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = SPR_habsburg
			country_event = {
				id = WW_hungary.50
				hours = 0
			}
		}
		add_to_faction = FROM
		hidden_effect = {
			set_country_flag = HUN_created_spanish_habsburg_monarchy
		}
	}
}
### Entity: Modifier Reference
Construct: num_of_military_factories_in_cores
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_military_factories_in_cores
* description: calculates the number of civilian factories on core states of current country scope, on those states that are under control of @Tag  <Tag | ROOT | my_var> example num_of_military_factories_in_cores@GER
### Entity: Idea
Component: HUN_agrarian_tradition
Constructs: conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_agrarian_tradition = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_agrarian_tradition
	modifier = {
		consumer_goods_factor = -0.15
		supply_consumption_factor = -0.1
		winter_attrition = -0.1
		conscription_factor = -0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_planned_but_decentralized
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_planned_but_decentralized
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = RAJ_education_for_the_masses RAJ_break_the_zamindars
	}
	x = -1
	y = 2
	relative_position_id = RAJ_education_for_the_masses
	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_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_five_year_plan_modify_tt
		add_to_variable = {
			RAJ_fyp_line_change_production_efficiency_factor = 0.1
			tooltip = line_change_production_efficiency_factor_tt
		} {
			RAJ_fyp_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			RAJ_fyp_industrial_capacity_factory = -0.05
			tooltip = industrial_capacity_factory_tt
		} {
			RAJ_fyp_compliance_growth = 0.1
			tooltip = compliance_growth_tt
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_our_final_battle
Constructs: prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_subject, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_our_final_battle
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = TUR_pan_turkism
	}
	x = -2
	y = 2
	cost = 10
	relative_position_id = TUR_pan_turkism
	ai_will_do = {
		factor = 5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available = {
		is_subject = no
		TUR = {
			has_government = fascism
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 229 1044 137 587 405 732 586 249
					}
				}
			}
			TUR = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
		custom_effect_tooltip = TUR_our_final_battle_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: TUR_joint_fortification_budget
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_joint_fortification_budget = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ast_naval_auxiliary_patrol
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_anti_air_building_factor = 0.05
	}
}
### Entity: Effect Reference
Construct: print_variables
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## print_variables

* Supported Scopes: STATE, COUNTRY, CHARACTER
* Supported Targets: none

```
prints all variables in scope and temp variables to a file
Example: print_variables = {
file = log_file
text = header_text
append = yes
print_global = yes
var_list = { a b c } #optional
}
```
### Entity: Event
Component: mongol_soviet_puppet.16
Constructs: is_triggered_only, has_war, has_country_flag, clr_country_flag
Source: game
File: events/Mongolia.txt

Code:
news_event = {
	id = mongol_soviet_puppet.16
	title = mongol_soviet_puppet.16.t
	picture = GFX_news_event_MON_faction_discussion
	desc = mongol_soviet_puppet.16.d
	major = yes
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.16.a
		trigger = {
			OR = {
				has_country_flag = alliance_inviter@FROM alliance_applicant@FROM
			}
		}
		hidden_effect = {
			clr_country_flag = alliance_inviter@FROM alliance_applicant@FROM
		}
	} {
		name = mongol_soviet_puppet.16.b
		trigger = {
			NOT = {
				FROM = {
					has_war = yes
				}
			} {
				any_allied_country = {
					has_country_flag = alliance_applicant@FROM
				}
			} {
				has_country_flag = alliance_inviter@FROM
			} {
				has_country_flag = alliance_applicant@FROM
			}
			event_target:alliance_inviter = {
				NOT = {
					has_war = yes
				}
			}
		}
		hidden_effect = {
			clr_country_flag = alliance_inviter@FROM alliance_applicant@FROM
		}
	} {
		name = mongol_soviet_puppet.16.c
		trigger = {
			any_enemy_country = {
				OR = {
					has_country_flag = alliance_inviter@FROM alliance_applicant@FROM
				}
			}
		}
		hidden_effect = {
			clr_country_flag = alliance_inviter@FROM alliance_applicant@FROM
		}
	} {
		name = mongol_soviet_puppet.16.e
		trigger = {
			NOT = {
				any_allied_country = {
					OR = {
						has_country_flag = alliance_inviter@FROM alliance_applicant@FROM
					}
				}
				any_enemy_country = {
					OR = {
						has_country_flag = alliance_inviter@FROM alliance_applicant@FROM
					}
				}
			} {
				has_country_flag = alliance_inviter@FROM
			} {
				has_country_flag = alliance_applicant@FROM
			}
			event_target:alliance_inviter = {
				has_war = yes
			}
		}
		hidden_effect = {
			clr_country_flag = alliance_inviter@FROM alliance_applicant@FROM
		}
	} {
		name = mongol_soviet_puppet.16.f
		trigger = {
			any_allied_country = {
				OR = {
					has_country_flag = alliance_inviter@FROM alliance_applicant@FROM
				}
			}
			NOT = {
				has_country_flag = alliance_inviter@FROM
			} {
				has_country_flag = alliance_applicant@FROM
			}
		}
		hidden_effect = {
			clr_country_flag = alliance_inviter@FROM alliance_applicant@FROM
		}
	}
}
### Entity: Event
Component: AAT_norway.2
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.2
	title = AAT_norway.2.t
	desc = AAT_norway.2.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway.2.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		set_country_flag = NOR_trotsky_sent_to_the_farm
		country_event = {
			id = AAT_norway.6
			days = 108
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_interior_defence_plan
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, unlock_decision_tooltip, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_interior_defence_plan
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = MEX_focus_international_proletarianism MEX_focus_new_world_order
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_international_proletarianism
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 100
			has_war_with = USA
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_interior_defence_plan
		483 = {
			add_building_construction = {
				type = bunker
				province = 8033
				level = 1
				instant_build = yes
			}
		}
		482 = {
			add_building_construction = {
				type = bunker
				province = 7935
				level = 1
				instant_build = yes
			} {
				type = bunker
				province = 10830
				level = 1
				instant_build = yes
			} {
				type = bunker
				province = 10916
				level = 1
				instant_build = yes
			}
		}
		481 = {
			add_building_construction = {
				type = bunker
				province = 8003
				level = 1
				instant_build = yes
			} {
				type = bunker
				province = 7921
				level = 1
				instant_build = yes
			}
		}
		480 = {
			add_building_construction = {
				type = bunker
				province = 7973
				level = 1
				instant_build = yes
			} {
				type = bunker
				province = 12835
				level = 1
				instant_build = yes
			}
		}
		478 = {
			add_building_construction = {
				type = bunker
				province = 10172
				level = 1
				instant_build = yes
			}
		}
		479 = {
			add_building_construction = {
				type = bunker
				province = 4956
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: COL_german_olano_moreno
Source: game
File: common/characters/COL.txt

Code:
COL_german_olano_moreno = {
	advisor = {
		slot = air_chief
		idea_token = COL_german_olano_moreno
		allowed = {
			original_tag = COL
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = German Olano Moreno
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Trigger Reference
Construct: is_military_industrial_organization
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_military_industrial_organization

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope matches the input token
ex:
var:my_mio_var = {
  is_military_industrial_organization = my_mio_token
}
```
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/land_doctrine
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/land_doctrine = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/LAND/land_doctrine_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_formalize_the_treaty
Constructs: prerequisite, limit, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_formalize_the_treaty
	icon = GFX_goal_SOV_the_moscow_accords
	x = 0
	y = 1
	relative_position_id = MON_support_the_rebels
	cost = 5
	prerequisite = {
		focus = MON_support_the_rebels
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			original_tag = SOV
			has_war_with = ROOT
		} {
			has_country_flag = SOV_breakaway_country_flag
			is_in_faction = no
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_comintern
			name = liberation_front_faction
		}
		add_political_power = 100
		custom_effect_tooltip = MON_invite_all_independent_anti_sovet_tt
		every_other_country = {
			limit = {
				has_country_flag = SOV_breakaway_country_flag
				OR = {
					has_war_with = SOV SOS
				}
			}
			set_rule = {
				can_join_factions = yes
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
			reverse_add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 75
			}
			country_event = {
				id = generic.5
				days = 1
			}
		}
		MON_soviet_high_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: PAR_ivan_belyaev
Source: game
File: common/characters/PAR.txt

Code:
PAR_ivan_belyaev = {
	portraits = {
		army = {
			large = GFX_idea_generic_army_europe_6
			small = GFX_portrait_PAR_ivan_belyaev_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = PAR_ivan_belyaev
		ledger = army
		allowed = {
			OR = {
				original_tag = PAR SOV
			}
		}
		traits = {
			surveyor
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_rallying_the_workers
Constructs: prerequisite, has_government, add_war_support, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_rallying_the_workers
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = SWE_collectivization_phase_one
	}
	relative_position_id = SWE_collectivization_phase_one
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	completion_reward = {
		add_war_support = 0.15
		add_timed_idea = {
			idea = SWE_workers_rallying
			days = 140
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_balbo_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_balbo_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.2
		tooltip_side = ITA_balbo_side
	}
}
### Entity: Character
Component: JAP_takaji_muranaka
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_takaji_muranaka = {
	name = JAP_takaji_muranaka
	portraits = {
		army = {
			large = GFX_portrait_JAP_takaji_muranaka
			small = GFX_portrait_JAP_takaji_muranaka_small
		}
	}
	corps_commander = {
		traits = {
			trait_JAP_kodoha_sympathizer ranger
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = JAP_grand_army_purge JAP_sway_disillusioned_young_officers
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_european_crusade
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_to_variable, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_european_crusade
	icon = GFX_focus_BEL_the_european_crusade
	prerequisite = {
		focus = BEL_civil_service_purge
	} {
		focus = BEL_traditional_family_values
	}
	relative_position_id = BEL_civil_service_purge
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_completed_focus = BEL_support_the_rexists BEL_support_the_vnv
				}
			}
			custom_effect_tooltip = BEL_the_european_crusade_tt
		} {
			limit = {
				NOT = {
					has_completed_focus = BEL_support_the_rexists BEL_support_the_vnv
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt BEL_european_crusade_dynamic_modifier_rexist_tt generic_skip_one_line_tt BEL_european_crusade_dynamic_modifier_vnv_tt
			add_to_variable = {
				BEL_european_crusade_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			} {
				BEL_european_crusade_production_factory_max_efficiency_factor = 0.05
				tooltip = production_factory_max_efficiency_factor_tt
			} {
				BEL_european_crusade_supply_consumption_factor = -0.1
				tooltip = supply_consumption_factor_tt
			} {
				BEL_european_crusade_army_org_factor = 0.05
				tooltip = army_org_factor_tt
			} {
				BEL_european_crusade_army_attack_against_major_factor = 0.05
				tooltip = army_attack_against_major_factor_tt
			} {
				BEL_european_crusade_army_defence_against_major_factor = 0.05
				tooltip = army_defence_against_major_factor_tt
			}
		} {
			limit = {
				has_completed_focus = BEL_support_the_rexists
			}
			add_dynamic_modifier = {
				modifier = BEL_european_crusade_dynamic_modifier
			}
			custom_effect_tooltip = BEL_european_crusade_dynamic_modifier_tt
			add_to_variable = {
				BEL_european_crusade_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			} {
				BEL_european_crusade_production_factory_max_efficiency_factor = 0.05
				tooltip = production_factory_max_efficiency_factor_tt
			} {
				BEL_european_crusade_supply_consumption_factor = -0.1
				tooltip = supply_consumption_factor_tt
			}
		} {
			limit = {
				has_completed_focus = BEL_support_the_vnv
			}
			add_dynamic_modifier = {
				modifier = BEL_european_crusade_dynamic_modifier
			}
			custom_effect_tooltip = BEL_european_crusade_dynamic_modifier_tt
			add_to_variable = {
				BEL_european_crusade_army_org_factor = 0.
# ... (truncated)
### Entity: Character
Component: BHU_namgyal_bahadur
Source: game
File: common/characters/BHU.txt

Code:
BHU_namgyal_bahadur = {
	advisor = {
		slot = air_chief
		idea_token = BHU_namgyal_bahadur
		allowed = {
			original_tag = BHU
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_namgyal_bahadur
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.26
Constructs: is_triggered_only, ai_chance, has_government, has_opinion
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.26
	title = ww_BEL_event_diplomatic.26.t
	desc = ww_BEL_event_diplomatic.26.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.26.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = ROOT
			} {
				factor = 2
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
		}
		event_option_tooltip = ww_BEL_event_diplomatic.27.a
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.27
				hours = 6
			}
		}
	} {
		name = ww_BEL_event_diplomatic.26.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_opinion = {
					target = ROOT
					value = < -24
				}
			}
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.28
				hours = 6
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt ww_BEL_event_diplomatic.26.b_tt
	}
}
### Entity: Event
Component: r56w.event.40
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56w_events.txt

Code:
news_event = {
	id = r56w.event.40
	title = r56w.event.40.t
	desc = r56w.event.40.d
	picture = GFX_r56w_news_event_03
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56w.event.40.a
	}
}
### Entity: Character
Component: archbishop_of_krakow
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
archbishop_of_krakow = {
	sprite = 12
	random = no
	stability_factor = 0.05
	political_power_factor = 0.1
	generate_wargoal_tension = 0.1
}
### Entity: State History
Component: 1086
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1086-Burgenland.txt

Code:
state = {
	id = 1086
	name = STATE_1086
	manpower = 294447
	state_category = rural
	history = {
		add_core_of = AUS
		owner = AUS
		add_to_array = {
			state_victory_points = 3700
		}
		victory_points = {
			3700 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
	}
	provinces = {
		3700 9661 11630
	}
	local_supplies = 0.0
}
### Entity: Event
Component: usa.3
Constructs: add_war_support, fire_only_once, create_wargoal, take_state
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.3
	title = usa.3.t
	desc = usa.3.d
	picture = GFX_report_event_usa_pearl_harbor_airphoto
	fire_only_once = yes
	trigger = {
		tag = JAP
		USA = {
			focus_progress = {
				focus = USA_pearl_harbor_gambit
				progress = > 0.1
			}
		}
	}
	mean_time_to_happen = {
		days = 21
		modifier = {
			factor = 0.5
			USA = {
				focus_progress = {
					focus = USA_pearl_harbor_gambit
					progress = > 0.6
				}
			}
		}
	}
	option = {
		name = usa.3.a
		USA = {
			add_war_support = 0.5
		}
		create_wargoal = {
			type = take_state
			target = USA
			generator = {
				629
			}
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_heavy_howitzer
Source: game
File: common/equipment_groups/r56_mio_equipment_groups.txt

Code:
mio_cat_eq_heavy_howitzer = {
	equipment_type = {
		super_heavy_artillery_equipment self_propelled_super_heavy_artillery_equipment
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_persuade_the_IMPRP
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_persuade_the_IMPRP
	icon = GFX_focus_MAN_persuade_the_imprp
	prerequisite = {
		focus = MAN_tsr_bandit_recruitment
	}
	x = 3
	y = 1
	relative_position_id = MAN_tsr_bandit_recruitment
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		MEN = {
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
			country_event = {
				id = tsr_manchukuo.12
				hours = 6
			}
		}
		custom_effect_tooltip = MAN_tsr_persuade_the_IMPRP_tt
	}
}
### Entity: Unit Template
Component: LOI_MNT_01
Source: game
File: common/units/names_divisions/LOI_names_divisions.txt

Code:
LOI_MNT_01 = {
	name = Mountain Division
	for_countries = {
		LOI
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		LOI_INF_01
	}
	fallback_name = %d. Highland Division
	ordered = {
		1 = {
			%d. Highland Division
		}
		2 = {
			%d. Highland Division
		}
		3 = {
			%d. Highland Division
		}
		4 = {
			%d. Highland Division
		}
		5 = {
			%d. Highland Division
		}
		6 = {
			%d. Highland Division
		}
		7 = {
			%d. Highland Division
		}
		8 = {
			%d. Highland Division
		}
		9 = {
			%d. Highland Division
		}
		10 = {
			%d. Highland Division
		}
	}
}