Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: PER_communist_events.12
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, fire_only_once, set_technology, clr_country_flag, has_dlc
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.12
	title = PER_communist_events.12.t
	desc = PER_communist_events.12.desc
	picture = GFX_report_event_radar_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.12.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_country_flag = PER_communist_tech_request_naval
			}
			clr_country_flag = PER_communist_tech_request_naval
			FROM = {
				set_technology = {
					basic_naval_mines = 1
				} {
					submarine_mine_laying = 1
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_country_flag = PER_communist_tech_request_air
			}
			clr_country_flag = PER_communist_tech_request_air
			IF = {
				limit = {
					has_dlc = By Blood Alone
				}
				set_technology = {
					iw_small_airframe = 1
				} {
					basic_small_airframe = 1
				} {
					aa_lmg = 1
				} {
					early_bombs = 1
				}
			}
			ELSE = {
				set_technology = {
					early_fighter = 1
				} {
					naval_bomber1 = 1
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: LII Brigada Internacionales 25
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = LII Brigada Internacionales 25
	location = 9719
	division_template = Brigada Internacionales
}
### Entity: Event
Component: kmt.13
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.13
	title = kmt.13.t
	desc = kmt.13.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		ai_chance = {
			base = 30
		}
		name = kmt.13.a
		add_political_power = -250
		FROM.FROM = {
			transfer_state = 434
			country_event = {
				id = kmt.12
			}
		}
	} {
		ai_chance = {
			base = 70
		}
		name = kmt.13.b
		FROM.FROM = {
			country_event = {
				id = kmt.14
				days = 1
			}
		}
		custom_effect_tooltip = kmt.13.b_tt
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_promote_guerilla_warfare
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip, has_doctrine, add_mastery_bonus, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_promote_guerilla_warfare
	icon = GFX_focus_CHI_guerrilla_warfare
	prerequisite = {
		focus = PRC_gain_the_peoples_trust PRC_mobilization_of_the_people PRC_bring_war_to_neighboring_warlords
	}
	x = 0
	y = 1
	relative_position_id = PRC_gain_the_peoples_trust
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = PRC_guerilla_warfare_sea_cat
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_theorist generic_skip_one_line_tt
		if = {
			limit = {
				has_doctrine = peoples_war
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_promote_guerilla_warfare
				sub_doctrine = peoples_war
			}
		} {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.99
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.05
			}
		}
		else_if = {
			limit = {
				has_doctrine = guerilla_war
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_promote_guerilla_warfare
				sub_doctrine = guerilla_war
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_promote_guerilla_warfare
				track = operations
			}
		}
		show_ideas_tooltip = PRC_mao_zedong
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		}
	}
}
### Entity: Doctrine
Component: paratroopers_2
Constructs: xp_cost, has_tech, has_dlc, unlock_subunit
Source: game
File: common/doctrines/subdoctrines/special_forces/special_forces_subdoctrines.txt

Code:
paratroopers_2 = {
	track = {
		special_forces_first special_forces_second
	}
	name = SUBDOCTRINE_PARATROOPERS_2
	description = SUBDOCTRINE_PARATROOPERS_2_DESC
	icon = GFX_paras_combat_drop_medium
	xp_cost = 60
	xp_type = air
	xor = {
		paratroopers_1
	}
	mastery = {
		multiplier = 6
		categories = {
			category_paratroopers
		}
	}
	available = {
		has_tech = paratroopers
	}
	visible = {
		has_dlc = Arms Against Tyranny
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 15
			OR = {
				original_tag = GER ENG POL USA
			}
		}
	}
	effect = {
		unlock_subunit = airborne_light_armor
	}
	paratroopers_special_forces_contribution_factor = -0.25
	field_hospital = {
		battalion_mult = {
			category = category_paratroopers
			default_morale = 0.15
		}
	}
	paradrop_organization_factor = 0.5
	rewards = {
		reward_1 = {
			mastery = 60
			paratroopers_special_forces_contribution_factor = -0.25
			effect = {
				custom_effect_tooltip = SF_PARAS_combat_effect_tt
			}
		}
		reward_2 = {
			mastery = 60
			special_forces_training_time_factor = -0.1
		}
		reward_3 = {
			mastery = 60
			field_hospital = {
				battalion_mult = {
					category = category_paratroopers
					max_organisation = 5
					add = yes
				}
			}
		}
		reward_4 = {
			mastery = 60
			paratrooper_weight_factor = -0.5
			paratrooper_aa_defense = 0.1
		}
		reward_5 = {
			mastery = 60
			special_forces_attack_factor = 0.1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_glory_of_the_red_army_alt_old
Constructs: prerequisite, has_government, completion_reward, allow_branch, unlock_tactic
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_the_glory_of_the_red_army_alt_old
	text = SOV_the_glory_of_the_red_army_alt
	icon = GFX_focus_SOV_the_glory_of_the_red_army_alternative
	prerequisite = {
		focus = SOV_swap_to_political_advisors_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_swap_to_political_advisors_old
	cost = 10
	allow_branch = {
		OR = {
			has_government = fascism neutrality
		}
	}
	available = {
		any_enemy_country = {
			SOV_is_major_not_original_sov = yes
		}
		surrender_progress = < 0.05
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 75
		hidden_effect = {
			unlock_tactic = tactic_masterful_blitz
		}
		custom_effect_tooltip = SOV_the_glory_of_the_red_army_masterful_blitz_tactic_tt
	}
}
### Entity: State History
Component: 166
Constructs: add_core_of
Source: game
File: history/states/166-Western Aragon.txt

Code:
state = {
	id = 166
	name = STATE_166
	resources = {
		steel = 15.0
		coal = 3
	}
	history = {
		owner = SPR
		victory_points = {
			3816 3
		} {
			9840 1
		} {
			7213 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 3
		}
		add_core_of = SPR
	}
	provinces = {
		813 948 3816 6878 6901 7213 9812 9840 9842 11737 11838
	}
	manpower = 668365
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 13.0
}
### Entity: Character
Component: SOV_aleksandr_cherepanov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_cherepanov = {
	name = SOV_aleksandr_cherepanov
	portraits = {
		army = {
			large = GFX_portrait_sov_aleksandr_cherepanov
			small = GFX_idea_SOV_aleksandr_cherepanov
		}
	}
	corps_commander = {
		traits = {
			infantry_officer career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: State History
Component: 907
Constructs: add_core_of
Source: game
File: history/states/907 - Nenetsia.txt

Code:
state = {
	id = 907
	name = STATE_825
	manpower = 21795
	state_category = rural
	resources = {
		oil = 7
	}
	history = {
		victory_points = {
			105 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
			12530 = {
				naval_base = 1
			}
		}
		add_core_of = SOV NEN
	}
	provinces = {
		105 198 3147 6040 6192 9205 10207 11047 11119 12530
	}
	local_supplies = 0.0
}
### Entity: Character
Component: URG_julio_roletti
Source: game
File: common/characters/URG.txt

Code:
URG_julio_roletti = {
	advisor = {
		slot = political_advisor
		idea_token = URG_julio_roletti
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			NOR_pragmatic_defense_minister
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_royalist_propaganda
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_royalist_propaganda
	icon = GFX_goal_generic_propaganda
	relative_position_id = EGY_expand_the_iron_guard
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_expand_the_iron_guard
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_nationalist_propaganda
	}
}
### Entity: Event
Component: mexico_calles.1
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/r56_mexico.txt

Code:
country_event = {
	id = mexico_calles.1
	title = mexico_calles.1.t
	desc = mexico_calles.1.d
	picture = GFX_report_event_polish_sabotage
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mexico_calles.1.a
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = -1
		}
		477 = {
			damage_building = {
				type = infrastructure
				damage = 1
			}
		}
		hidden_effect = {
			country_event = {
				id = mexico_calles.2
				days = 7
			}
		}
	}
}
### Entity: Country History
Country: KOR
Component: KOR_technology
Constructs: set_technology
Source: game
File: history/countries/KOR - Korea.txt

Code:
# Starting Technologies for KOR
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_reorganized_national_government
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, has_government, has_war_with, add_war_support
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_reorganized_national_government
	icon = GFX_focus_JAP_reorganized_national_government
	x = 0
	y = 1
	relative_position_id = JAP_strategic_offensives
	prerequisite = {
		focus = JAP_strategic_offensives
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
		613 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {
		MAN = {
			has_completed_focus = MAN_tsr_national_cooperation_government
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		613 = {
			add_core_of = RNG
			transfer_state_to = RNG
		}
		hidden_effect = {
			CHI = {
				every_core_state = {
					set_state_flag = is_state_rng_wants_flag
				}
			}
		} {
			RNG = {
				add_equipment_to_stockpile = {
					type = convoy_1
					amount = 50
					producer = JAP
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_reorganized_national_government_tt
		set_autonomy = {
			target = RNG
			autonomous_state = autonomy_wtt_imperial_protectorate
			end_wars = no
			end_civil_wars = no
		}
		RNG = {
			country_event = {
				id = SEA_japan_foreign_policy.49
				hours = 2
			}
			hidden_effect = {
				inherit_technology = CHI
			}
		}
		IF = {
			limit = {
				OR = {
					NOT = {
						has_dlc = No Compromise, No Surrender
					}
					CHI = {
						NOT = {
							has_completed_focus = CHI_prepare_for_a_change_in_leadership
						}
					}
				}
				CHI = {
					exists = yes
					has_war_with = ROOT
				}
			}
			CHI = {
				country_event = {
					id = SEA_japan_foreign_policy.61
					hours = 1
					random_hours = 2
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_create_yoshio_kodama_operative = yes
		} {
			limit = {
				USA = {
					has_war = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			USA = {
				add_war_support = 0.05
			}
		}
		add_ai_strategy = {
			type = befriend
			id = RNG
			value = 100
		} {
			type = protect
			id = RNG
			value = 50
		}
		CHI = {
			every_core_state = {
				limit = {
					is_owned_and_controlled_by = ROOT
					NOT = {
						state = 745 609 611 612 728 729 326 743 524 1039 591
						region = 155 24
# ... (truncated)
### Entity: Military Industrial Organization
Component: DEN_flyvemaskinevaerksted_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_flyvemaskinevaerksted_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_DEN_flyvemaskinevaerksted_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	override_trait = {
		token = generic_mio_trait_internal_torpedo_mountings
		position = {
			x = 1
			y = 0
		}
	}
	add_trait = {
		token = DEN_mio_trait_sub_detection
		name = generic_mio_trait_submarine_hunters
		icon = GFX_generic_mio_trait_icon_sub_detection
		special_trait_background = yes
		all_parents = {
			generic_mio_trait_navigation_equipment
		}
		position = {
			x = -2
			y = 1
		}
		relative_position_id = generic_mio_trait_navigation_equipment
		mutually_exclusive = {
			DEN_mio_trait_naval_detection
		}
		available = {
			owner = {
				has_completed_focus = DEN_flyveskolen
			}
		}
		equipment_bonus = {
			sub_detection = 0.05
			naval_strike_attack = 0.05
			naval_strike_targetting = 0.05
		}
	} {
		token = DEN_mio_trait_naval_detection
		name = generic_mio_trait_naval_strike
		icon = GFX_generic_mio_department_icon_plane_naval_bomber
		special_trait_background = yes
		all_parents = {
			generic_mio_trait_navigation_equipment
		}
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_navigation_equipment
		mutually_exclusive = {
			DEN_mio_trait_sub_detection
		}
		available = {
			owner = {
				has_completed_focus = DEN_flyveskolen
			}
		}
		equipment_bonus = {
			surface_detection = 0.05
			naval_strike_attack = 0.05
			naval_strike_targetting = 0.05
		}
	} {
		token = DEN_mio_trait_standardized_production_flyvemaskinevaerksted
		name = generic_mio_initial_trait_standardized_production
		icon = GFX_generic_mio_department_icon_plane_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_navigation_equipment
		any_parent = {
			generic_mio_trait_navigation_equipment
		}
		available = {
			owner = {
				has_completed_focus = DEN_unify_flyvevabnet
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_cap_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: SWI_clamp_mr
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_clamp_mr = {
	clamp_variable = {
		var = SWI_military_readiness
		min = 0
		max = SWI_max_mil_readiness
	}
}
### Entity: Character
Component: NZL_peter_fraser
Source: game
File: common/characters/NZL.txt

Code:
NZL_peter_fraser = {
	name = NZL_peter_fraser
	portraits = {
		civilian = {
			large = GFX_portrait_NZL_peter_fraser
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1.1
		traits = {
			BRA_education_pioneer
		}
		id = -1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_national_front
Constructs: prerequisite, has_government, add_stability, completion_reward, has_civil_war, add_popularity, set_cosmetic_tag, set_power_balance
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_national_front
	icon = GFX_goal_AFG_national_front
	x = -3
	y = 1
	available = {
		has_civil_war = no
		has_government = communism
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_depose_the_king
	}
	relative_position_id = AFG_depose_the_king
	mutually_exclusive = {
		focus = AFG_soviet_expedition
	}
	cost = 8
	completion_reward = {
		AFG_mawlana_qiamuddin_khadim = {
			promote_character = yes
		}
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		hidden_effect = {
			set_cosmetic_tag = AFG_PAR
		}
		set_power_balance = {
			id = AFG_communist_power_balance
			left_side = AFG_parcham_side
			right_side = AFG_khalq_side
			set_value = 0.15
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.05
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_military_access_for_ensured_safety
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_offensive_war
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_military_access_for_ensured_safety
	icon = GFX_goal_SWE_agree_ger
	prerequisite = {
		focus = SWE_state_of_selective_neutrality
	}
	relative_position_id = SWE_state_of_selective_neutrality
	x = 1
	y = 1
	cost = 2
	available = {
		is_subject = no
		GER = {
			has_offensive_war = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		GER = {
			country_event = {
				id = sweden_mill_access.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: DAH_acas
Source: game
File: common/characters/DAH.txt

Code:
DAH_acas = {
	advisor = {
		slot = high_command
		idea_token = DAH_acas
		ledger = air
		allowed = {
			original_tag = DAH
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_all_adults_training
Constructs: prerequisite, has_country_flag, completion_reward, is_power_balance_in_range, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_all_adults_training
	icon = GFX_focus_SWI_patriotic_shooting_clubs
	prerequisite = {
		focus = SWI_promote_guisan SWI_frontier_defense_plan
	}
	x = 0
	y = 2
	relative_position_id = SWI_armed_neutrality
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = SWI_centralization_bop_fully_cantons
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	cancel_if_invalid = no
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_citizen_militia_1
			add_idea = SWI_citizen_militia_2
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Scope Reference
Construct: modifier
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### modifier
* description: a modifier stored in country scope
### Entity: National Focus
Tree: spa_focus
Component: SPA_rebuild_the_battlefleet
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_rebuild_the_battlefleet
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_a_fleet_worthy_of_a_king
	}
	icon = GFX_goal_generic_navy_battleship
	x = 0
	y = 1
	relative_position_id = SPA_a_fleet_worthy_of_a_king
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = SPA_rebuild_the_battlefleet
		add_tech_bonus = {
			name = SPA_rebuild_the_battlefleet
			bonus = 1
			uses = 2
			category = bb_tech
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_has_difficulty_bonus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_has_difficulty_bonus = {
	OR = {
		check_variable = {
			EAI_difficulty_equipment_bonus_active = > 0
		}
	}
}
### Entity: Idea
Component: idea_PAR_cemented_control
Constructs: removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_cemented_control = {
	picture = generic_oppression
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.05
		resistance_activity = -0.1
		max_command_power = 40
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_domestic_production
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_mio_size
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_domestic_production
	icon = {
		GFX_focus_BRA_dec = {
			original_tag = BRA
		}
		GFX_goal_generic_amphibious_assault = yes
	}
	mutually_exclusive = {
		focus = SMB_foreign_designs
	}
	relative_position_id = SMB_tank_warfare
	prerequisite = {
		focus = SMB_tank_warfare
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = BRA_bernadini_organization
				mio:BRA_bernadini_organization = {
					add_mio_size = 2
				}
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
	}
}
### Entity: Character
Component: charismatic_monarch
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
charismatic_monarch = {
	random = no
	stability_factor = 0.05
}
### Entity: State History
Component: 68
Constructs: add_core_of
Source: game
File: history/states/68-Wartheland.txt

Code:
state = {
	id = 68
	name = STATE_68
	manpower = 1250840
	resources = {
		aluminium = 15
	}
	state_category = city
	history = {
		owner = GER
		add_core_of = GER PRE
		victory_points = {
			3473 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
	}
	provinces = {
		444 537 3473 3572 6236 9387 11478
	}
	local_supplies = 0.0
}