Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: TUR_kemalist_army_officers_powerful_neutral
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_powerful_neutral = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_powerful_neutral
	removal_cost = -1
	modifier = {
		max_planning = 0.1
		experience_gain_army_factor = 0.05
		command_power_gain_mult = 0.15
	}
}
### Entity: Event
Component: hon.44
Constructs: is_triggered_only, limit, is_fully_controlled_by
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.44
	title = hon.44.t
	desc = hon.44.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.44.a
		if = {
			limit = {
				686 = {
					is_fully_controlled_by = USA
				}
			}
			HON = {
				transfer_state = 686
			}
		} {
			limit = {
				972 = {
					is_fully_controlled_by = ENG
				}
			}
			HON = {
				transfer_state = 972
			}
		}
	}
}
### Entity: Order of Battle
Component: 5 Qábing Jun
Constructs: division_template
Source: game
File: history/units/XSM_1939.txt

Code:
division = {
	name = 5 Qábing Jun
	location = 8081
	division_template = Triangular Cavalry
}
### Entity: Effect Reference
Construct: turn_operative
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## turn_operative

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: THIS, ROOT, PREV, FROM

```
An operative is turned by the specified country.
This transfers the operative to the target country and make it appear as killed to the country of origin (increases the death counter and lock the slot).
This fires the on_action on_operative_death with as killer the target country.
If the target country is the owner of the operative, this has no effect and an error is logged.

WARN: the on_action might execute immediatly, before any effect listed after the occurence of turn_operative.

Examples:
GER = {
    turn_operative = PREV  # where PREV is an operative (unit leader)
    # or
    turn_operative = {
        operative = PREV
    }
}

turn_operative = { turned_by = GER } # where the scope is an unit leader

```
### Entity: Event
Component: englandmod.1
Constructs: is_triggered_only, ai_chance, remove_from_faction, add_ai_strategy, add_to_faction
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.1
	title = englandmod.1.t
	desc = englandmod.1.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = englandmod.1.a
		ai_chance = {
			base = 99
		}
		ENG = {
			remove_from_faction = ENG
		} {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
		GER = {
			add_to_faction = ENG
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = newsmod.3
			}
		}
	} {
		name = englandmod.1.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Scripted Trigger
Component: GER_occupied_states_level_3
Constructs: check_variable
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_occupied_states_level_3 = {
	check_variable = {
		GER_num_of_occupied_states = > 19
	} {
		GER_num_of_occupied_states = < 35
	}
}
### Entity: Idea
Component: r56_CYP_farming_focus_2
Constructs: stability_factor, political_power_gain
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_farming_focus_2 = {
	name = r56_CYP_farming_focus
	picture = LIT_invested_in_farms
	modifier = {
		monthly_population = 0.15
		stability_factor = 0.075
		political_power_gain = 0.15
	}
}
### Entity: Character
Component: COS_hugo_siedler_mendoza
Source: game
File: common/characters/COS.txt

Code:
COS_hugo_siedler_mendoza = {
	advisor = {
		slot = high_command
		idea_token = COS_hugo_siedler_mendoza
		ledger = navy
		allowed = {
			original_tag = COS
		}
		traits = {
			navy_anti_submarine_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hugo Siedler Mendoza
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Character
Component: army_CombinedArms_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_CombinedArms_1 = {
	sprite = 8
	motorized_attack_factor = 0.05
	motorized_defence_factor = 0.05
	mechanized_attack_factor = 0.05
	mechanized_defence_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: State History
Component: 71
Constructs: add_core_of
Source: game
File: history/states/71-East Slovakia.txt

Code:
state = {
	id = 71
	name = STATE_71
	manpower = 1197800
	resources = {
		coal = 2
	}
	state_category = rural
	history = {
		owner = CZE
		buildings = {
			infrastructure = 2
			industrial_complex = 2
		}
		add_core_of = CZE SLO
		victory_points = {
			3581 3
		}
		1939.3.14 = {
			owner = SLO
			controller = SLO
		}
	}
	provinces = {
		555 581 3550 3581 6586 6604 11554
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Liberation
Constructs: prerequisite, completion_reward, is_fully_controlled_by, add_popularity, clr_country_flag, load_focus_tree
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Liberation
	icon = GFX_goal_DEN_flag
	cost = 10
	ai_will_do = {
		factor = 3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		surrender_progress = < 0.1
		37 = {
			is_fully_controlled_by = DEN
		}
		99 = {
			is_fully_controlled_by = DEN
		}
	}
	prerequisite = {
		focus = DEN_BBC_Broadcasts_to_Denmark
	}
	x = 36
	y = 4
	available_if_capitulated = yes
	completion_reward = {
		drop_cosmetic_tag = yes
		news_event = {
			id = denmark.99
			hours = 2
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.2
		}
		clr_country_flag = DEN_use_free_tree DEN_use_collab_tree
		load_focus_tree = {
			tree = denmark_focus
			keep_completed = yes
		}
	}
}
### Entity: Character
Component: LES_nathaniel_griffith_lerotholi
Source: game
File: common/characters/LES.txt

Code:
LES_nathaniel_griffith_lerotholi = {
	name = LES_nathaniel_griffith_lerotholi
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_3.dds
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1939.6.23
		id = -1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_empower_the_morges
Constructs: has_completed_focus, division_template, prerequisite, has_government, completion_reward, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_empower_the_morges
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = POL_raise_the_black_madonna
	}
	relative_position_id = POL_raise_the_black_madonna
	x = 1
	y = 1
	cost = 5
	available = {
		OR = {
			has_government = democratic communism
		}
		NOT = {
			has_completed_focus = POL_KPP_focus
		}
	}
	bypass = {

	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = POL_morges_divisions_tt
		hidden_effect = {
			division_template = {
				name = Morges Division
				division_names_group = POL_INF_01
				is_locked = yes
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 1
						y = 0
					} {
						x = 2
						y = 0
					} {
						x = 3
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 1
					} {
						x = 3
						y = 1
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			random_owned_controlled_state = {
				create_unit = {
					division = name = "1. Morges Division" division_template = "Morges Division" start_experience_factor = 0.75
					owner = ROOT
				} {
					division = name = "2. Morges Division" division_template = "Morges Division" start_experience_factor = 0.75
					owner = ROOT
				} {
					division = name = "3. Morges Division" division_template = "Morges Division" start_experience_factor = 0.75
					owner = ROOT
				}
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: HRZ_aco2
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = HRZ_aco2
		allowed = {
			original_tag = HRZ
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: AI Strategy
Component: EST_fascist
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/EST_alternate_strategy_plan.txt

Code:
EST_fascist = {
	name = Estonian fascist plan
	desc = 
	allowed = {
		original_tag = EST
	}
	enable = {
		has_dlc = No Step Back
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = EST_ai_behavior
					option = FASCIST
				}
			}
			has_country_flag = EST_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = EST_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		EST_rally_the_nation BALTIC_rejoin_the_railways BALTIC_axis_investments EST_march_on_talinn BALTIC_attract_workers_to_capital BALTIC_german_war_economics EST_glory_of_war EST_mobilize_the_vets EST_veterans_government EST_empower_finnish_militants EST_threat_on_our_border EST_national_pride_in_finland BALTIC_modernize_industry EST_reach_out_to_germany EST_join_the_axis EST_baltic_shield BALTIC_german_tank_licences EST_the_brotherhood EST_unite_our_nations EST_proclaim_finno_ugra BALTIC_autobahn BALTIC_natural_resources BALTIC_domestic_motors BALTIC_rebuild_forts EST_vapsid_youth EST_fortify_the_border EST_fight_against_communism EST_unite_karelia EST_unite_the_sami EST_unite_the_finnic_identity
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Event
Component: cold_war.9
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, fire_only_once, has_state_flag, set_state_controller_to, create_wargoal
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.9
	picture = GFX_report_event_chinese_army_training
	title = cold_war.9.t
	desc = cold_war.9.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = cold_war.9.a
		592 = {
			owner = {
				transfer_state = 728
				every_owned_state = {
					limit = {
						has_state_flag = r56_postwar_chi_liberated_state
					}
					transfer_state_to = FRI
					hidden_effect = {
						set_state_controller_to = VIN
					}
				}
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = cold_war.9.b
		create_wargoal = {
			type = take_state_focus
			target = 592
			 = .owner
			generator = {
				670 671 924 928
			}
			expire = 700
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.23
Constructs: is_triggered_only, ai_chance, has_opinion, is_guaranteed_by, has_non_aggression_pact_with, is_in_faction_with, is_subject_of, is_ai
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.23
	title = AAT_finland_diplomacy.23.t
	desc = AAT_finland_diplomacy.23.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.23.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 89
				}
			} {
				factor = 1.5
				is_guaranteed_by = FROM
			} {
				factor = 1.2
				has_non_aggression_pact_with = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
			} {
				factor = 100
				is_subject_of = FROM
			} {
				factor = 100
				FROM = {
					is_ai = no
				}
				OR = {
					is_in_faction_with = FROM
					is_subject_of = FROM
				}
			}
		}
		effect_tooltip = {
			give_guarantee = FROM
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.24
					hours = 1
				}
			} {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 40
				}
			}
			add_ai_strategy = {
				type = befriend
				id = FROM
				value = 40
			} {
				type = send_volunteers_desire
				id = FROM
				value = 100
			} {
				type = antagonize
				id = FROM
				value = -100
			} {
				type = conquer
				id = FROM
				value = -100
			}
		}
	} {
		name = AAT_finland_diplomacy.23.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					is_subject_of = FROM
					is_in_faction_with = FROM
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.25
					hours = 1
				}
			}
		}
	}
}
### Entity: Name List
Component: FSM
Source: game
File: common/names/00_names.txt

Code:
FSM = {
	male = {
		names = {
			Akamu Aloha Alohilani Analu Aolani Aulani Aulii Feleti Inoke Iolani Ipo Iwalani Kai Kaili Kaipo Kalani Kale Kalei Kapena Kapono Keahi Kealii Keani Keanu Keiki Kelii Keon Keoni Kimo Konala Liko Loe Lulani Makaio Makani Malo Mauli Mele Moke Nalani Oke Palani Pekelo
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani
		}
	}
	surnames = {
		Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: DOCTRINE_base_strike_ratios
Constructs: has_doctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_base_strike_ratios = {
	enable = {
		has_doctrine = new_base_strike
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = unit_ratio
		id = carrier
		value = 40
	} {
		type = unit_ratio
		id = naval_bomber
		value = 20
	}
}
### Entity: Unit Template
Component: ROM_CA_HISTORICAL
Source: game
File: common/units/names_ships/ROM_ship_names.txt

Code:
ROM_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ROM
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = NMS 
	fallback_name = Crucisator Grea %d
	unique = {
		Elisabeta Timosoara Arad Oradea Baia Mare Sighetu Marmatiei Bistrita Reghin Pitesti Rosiori de Vede
	}
}
### Entity: Scripted Effect
Component: BUL_bs_medium_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_medium_popularity_increase_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_medium_popularity_increase_tt
	add_to_variable = {
		BUL_bs_popularity = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_bs_popularity
		min = 0
		max = 100
	}
}
### Entity: Modding Documentation
Construct: xor
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## xor
Returns 1 if exactly one of the accumulator and the value is non-zero, otherwise 0.
### Entity: Idea
Component: SPR_anarchist_insurrection
Constructs: has_government, has_civil_war, mobilization_speed, planning_speed
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_anarchist_insurrection = {
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
		has_civil_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_civil_war = yes
	}
	modifier = {
		training_time_factor = 1
		political_power_factor = -0.15
		mobilization_speed = -0.15
		planning_speed = -1
		army_core_attack_factor = -0.15
		army_core_defence_factor = -0.15
	}
}
### Entity: Character
Component: SAM_mataafa_faumuina_fiame
Source: game
File: common/characters/SAM.txt

Code:
SAM_mataafa_faumuina_fiame = {
	name = SAM_mataafa_faumuina_fiame
	portraits = {
		civilian = {
			large = gfx/leaders/SAM/r56_portrait_SAM_mataafa_faumuina_fiame.dds
			small = GFX_idea_SAM_mataafa_faumuina_fiame_advisor
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		expire = 1966.7.5
		id = -1
		traits = {
			conservative_grandee army_connections
		}
	}
	corps_commander = {
		traits = {
			politically_connected trait_cautious trait_mountaineer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
	}
}
### Entity: Event
Component: EYE_swiss.19
Constructs: is_triggered_only, has_government, create_field_marshal, is_in_faction_with, add_popularity, create_corps_commander
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.19
	title = EYE_swiss.19.t
	desc = EYE_swiss.19.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = EYE_swiss.19.a
		create_field_marshal = {
			name = Henri Guisan
			portrait_path = gfx/leaders/SWI/r56_portrait_SWI_Henri_Guisan.dds
			traits = {
				career_officer trait_cautious brilliant_strategist defensive_doctrine unyielding_defender
			}
			skill = 4
			attack_skill = 2
			defense_skill = 4
			planning_skill = 4
			logistics_skill = 3
			id = 22002
		}
	} {
		name = EYE_swiss.19.c
		trigger = {
			OR = {
				has_government = fascism
				fascism = > 0.1
				is_in_faction_with = GER
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		create_field_marshal = {
			name = Ulrich Wille Jr.
			portrait_path = gfx/leaders/Europe/portrait_europe_generic_land_12.dds
			traits = {
				career_officer trait_reckless
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			id = 22004
		}
		create_corps_commander = {
			name = Henri Guisan
			portrait_path = gfx/leaders/SWI/r56_portrait_SWI_Henri_Guisan.dds
			traits = {
				career_officer trait_cautious brilliant_strategist unyielding_defender
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			id = 22000
		}
	}
}
### Entity: Character
Component: QUE_paul_triquet
Source: game
File: common/characters/QUE.txt

Code:
QUE_paul_triquet = {
	name = Paul Triquet
	portraits = {
		army = {
			large = gfx/leaders/QUE/r56_portrait_QUE_Paul_Triquet.dds
			small = GFX_idea_ENG_generic_land_3
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_pact_of_lima
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_pact_of_lima
	prerequisite = {
		focus = PRU_return_of_the_inkari
	}
	icon = GFX_goal_constitution
	x = 2
	y = 1
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	available = {
		has_government = neutrality
		is_subject = no
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = neutrality
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = neutrality
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = neutrality
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = GER
				modifier = large_increase
			}
			GER = {
				country_event = generic.2
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BEL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BEL
		}
		requested_factories = 3
		progress = 0.73
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BEL
		}
		requested_factories = 1
		progress = 0.66
		efficiency = 100
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_great_depression_price_controls
Constructs: has_completed_focus, limit, completion_reward, add_political_power, allow_branch, has_game_rule, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_great_depression_price_controls
	icon = GFX_focus_generic_price_controls
	mutually_exclusive = {
		focus = RAJ_provincial_autonomy RAJ_his_majestys_loyal_government
	}
	x = -70
	y = 0
	relative_position_id = RAJ_indianize_the_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_provincial_autonomy RAJ_his_majestys_loyal_government
			}
		}
	}
	offset = {
		x = 46
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_great_depression_price_controls
		}
	} {
		x = 14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_look_to_the_past
		}
	} {
		x = 14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_look_to_the_future
		}
	} {
		x = 26
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_provincial_autonomy
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = idea_RAJ_great_depression_1
			}
			swap_ideas = {
				remove_idea = idea_RAJ_great_depression_1
				add_idea = idea_RAJ_price_controls
			}
		}
		else_if = {
			limit = {
				has_idea = idea_RAJ_great_depression_2
			}
			swap_ideas = {
				remove_idea = idea_RAJ_great_depression_2
				add_idea = idea_RAJ_price_controls
			}
		}
		add_political_power = 20
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Unit Template
Component: PAR_CA_HISTORICAL
Source: game
File: common/units/names_ships/PAR_ship_names.txt

Code:
PAR_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		PAR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARP 
	fallback_name = Crucero Pesado %d
	unique = {
		Capitán Figiari Tesorito B Cuyabá
	}
}
### Entity: Character
Component: BHU_tsepon_shatra
Source: game
File: common/characters/BHU.txt

Code:
BHU_tsepon_shatra = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = BHU_tsepon_shatra
		ledger = army
		allowed = {
			original_tag = BHU
		}
		traits = {
			military_theorist
		}
	}
	name = BHU_tsepon_shatra
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}