Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_Military_Buildup
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_tech, add_ai_strategy, random_owned_controlled_state
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_Military_Buildup
	icon = GFX_goal_generic_munitions_factories
	prerequisite = {
		focus = SUD_develop_capitalstate
	}
	text = GEN_expand_military_capacity
	x = 3
	y = 1
	relative_position_id = SUD_develop_capitalstate
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2.5
		modifier = {
			add = 7.5
			ROOT = {
				has_war = yes
			}
		} {
			factor = 0
			date = < 1939.1.1
			OR = {
				tag = GXC YUN SHX SIC XSM DEN
				num_of_controlled_states = < 2
			}
		}
	}
	available = {
		num_of_controlled_states = > 0
		has_tech = basic_machine_tools
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_ai_strategy = {
					type = befriend
					id = USA
					value = 50
				}
			}
			else_if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_ai_strategy = {
					type = befriend
					id = GER
					value = 50
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_ai_strategy = {
					type = befriend
					id = SOV
					value = 50
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: rt56_naval_first_funding
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_naval_first_funding = {
	name = rt56_naval_funding_favoritism
	picture = jap_interservice_rivalry_navy_dominant
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		ROOT = {
			has_war = yes
		}
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = -0.1
		experience_gain_navy_factor = 0.1
		navy_org_factor = 0.1
		production_speed_arms_factory_factor = -0.1
		production_speed_dockyard_factor = 0.1
		army_org_factor = -0.1
		production_speed_land_facility_factor = -0.1
		production_speed_naval_facility_factor = 0.1
		specialization_naval_speed_factor = 0.1
		specialization_land_speed_factor = -0.1
	}
}
### Entity: State History
Component: 911
Constructs: add_core_of, add_to_array
Source: game
File: history/states/911-West Suez.txt

Code:
state = {
	id = 911
	name = STATE_911
	manpower = 20000
	state_category = pastoral
	history = {
		owner = ENG
		add_core_of = EGY
		add_to_array = {
			state_victory_points = 12049
		} {
			state_victory_points = 4073
		}
		buildings = {
			infrastructure = 3
			12049 = {
				naval_base = 2
			}
		}
		victory_points = {
			12049 5
		} {
			4073 3
		}
	}
	provinces = {
		12049 4073
	}
}
### Entity: AI Strategy
Component: EAI_GER_weserubung_PREPARE_DEN
Constructs: is_historical_focus_on, has_global_flag, declare_war
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_weserubung_PREPARE_DEN = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_global_flag = {
			flag = EAI_GER_blitz_denmark_365d
			days = < 90
		}
		DEN = {
			EAI_PREV_imminent_war_against_THIS = yes
		}
		date = > 1939.6.1 < 1940.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = DEN
		value = 500
	} {
		type = antagonize
		id = DEN
		value = 5000
	} {
		type = ignore_claim
		id = DEN
		value = -500
	}
}
### Entity: Country History
Country: LIT
Component: LIT_technology
Constructs: set_technology
Source: game
File: history/countries/LIT - Lithuania.txt

Code:
# Starting Technologies for LIT
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	tech_support = 1
}
### Entity: Idea
Component: PRC_the_internal_enemy_HBC
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_HBC = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = HBC
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Country History
Country: WES
Component: WES_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/WES - Western Sahara.txt

Code:
# Politics & Parties for WES
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_reject_catholicism
Constructs: prerequisite, has_government, add_war_support, add_opinion_modifier, completion_reward, add_political_power, disable_panceltism_tt, add_popularity
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_reject_catholicism
	icon = GFX_focus_ARG_state_atheism
	prerequisite = {
		focus = SCO_perfect_the_propaganda
	}
	x = 0
	y = 1
	relative_position_id = SCO_perfect_the_propaganda
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = disable_panceltism_tt available_political_advisor
		add_political_power = 150
		show_ideas_tooltip = SCO_john_cormack
		add_war_support = 0.1
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
		IRE = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -100
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -100
			}
		}
		PAP = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -100
			}
		}
	}
}
### Entity: Character
Component: ENG_algernon_willis
Source: game
File: common/characters/ENG.txt

Code:
ENG_algernon_willis = {
	name = ENG_algernon_willis
	portraits = {
		army = {
			large = GFX_portrait_ENG_algernon_willis
			small = GFX_portrait_ENG_algernon_willis_small
		}
	}
	navy_leader = {
		traits = {
			battleship_adherent spotter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = 991
	}
}
### Entity: Idea
Component: CHL_famae_rama_de_artilleria
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_famae_rama_de_artilleria = {
	picture = CHL_famae
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_domestic_production_of_the_willys_mb
	}
	visible = {

	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_national_defense_institute_of_sciences
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_national_defense_institute_of_sciences
	icon = GFX_focus_research
	cost = 10
	prerequisite = {
		focus = VIN_national_defense_academy_of_vietnam
	}
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 63
	y = 3
}
### Entity: Effect Reference
Construct: set_power_balance
Constructs: set_power_balance, set_default, set_value
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_power_balance

* Supported Scopes: COUNTRY
* Supported Targets: none

```
sets active power balance for country or sets parameters of the already active power balance

Example:
set_power_balance = {
	id = power_balance_id
	left_side = left_side_id
	right_side = right_side_id
	set_default = yes/no # default = no
	set_value = 0.5 # if used, will set the new value of the power balance
}
```
### Entity: Character
Component: MOR_mohamed_lyazidi
Source: game
File: common/characters/MOR.txt

Code:
MOR_mohamed_lyazidi = {
	name = Mohamed Lyazidi
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_mohamed_lyazidi
		traits = {
			war_industrialist
		}
		ai_will_do = {
			factor = 1
		}
		available = {

		}
	}
}
### Entity: Idea
Component: EAI_DD_12/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Technology
Component: sp_armored_lc_high_impact_obliterator_cannon_tech
Constructs: has_war, is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, research_cost, enable_equipment_modules
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_land_cruiser
		}
	}
	is_special_project_tech = yes
	research_cost = 1
	start_year = 1943
	folder = {
		name = nsb_armour_folder
		position = {
			x = 13
			y = @1943
		}
	}
	enable_equipment_modules = {
		lc_high_impact_obliterator_cannon
	}
	show_effect_as_desc = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.1
			date = > 1945.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: MEX_womens_suffrage
Constructs: research_speed_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/mexico.txt

Code:
MEX_womens_suffrage = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.1
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_arabs_negotiate
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_arabs_negotiate
	icon = GFX_goal_generic_befriend_palestine
	relative_position_id = MPL_a_forgone_conclusion
	x = -3
	y = 3
	prerequisite = {
		focus = MPL_levantine_union MPL_two_states
	}
	available = {
		NOT = {
			has_completed_focus = MPL_end_the_strike
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 100
	}
	cost = 5
	completion_reward = {
		966 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		949 = {
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt MPL_political_up_10 MPL_economic_up_5
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.2
			tooltip_side = MPL_arab_side
		}
		add_to_variable = {
			MPL_political_independence = 10
		} {
			MPL_economic_independence = 5
		} {
			MPL_total_independence = 15
		}
		clamp_variable = {
			var = MPL_political_independence
			min = 0
			max = 100
		} {
			var = MPL_economic_independence
			min = 0
			max = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Idea
Component: NORDIC_hidden_airforces_member_dmod
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_hidden_airforces_member_dmod = {
	name = NORDIC_airforces_member_dmod
	removal_cost = -1
	picture = generic_air_bonus
	allowed = {
		NORDIC_is_nordic = yes
	}
	allowed_civil_war = {
		NORDIC_basic_joint_trigger = yes
	}
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: Military Industrial Organization
Component: SAF_iscor_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SAF_organization.txt

Code:
SAF_iscor_organization = {
	name = SAF_iscor_organization
	include = generic_medium_tank_organization
	icon = GFX_idea_SAF_idea_iscor
	allowed = {
		original_TAG = SAF
		has_dlc = Together for Victory
	}
}
### Entity: Technology
Component: lar_decryption_bonus_tech
Constructs: research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	research_cost = 1.5
	start_year = 1944
	allow = {
		always = no
	}
	decryption_power = 10
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: 1. Azerbaijani Volunteers
Constructs: division_template
Source: game
File: history/units/AZR_volunteers.txt

Code:
division = {
	name = 1. Azerbaijani Volunteers
	division_template = Azerbaijani Volunteers
	start_experience_factor = 0.3
	start_equipment_factor = 0.1
}
### Entity: Order of Battle
Component: 1a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 1a Brigada Legionario
	location = 11838
	division_template = Brigada Legionario
}
### Entity: Idea
Component: CHL_famae_corvo
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_famae_corvo = {
	picture = CHL_corvo
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_domestic_production_of_the_willys_mb
	}
	visible = {

	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Unit Template
Component: CSA_ARM_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_ARM_01 = {
	name = Armored Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Armored Division
	ordered = {
		1 = {
			%dst Armored 'Hell on Wheels' Div.
		}
		2 = {
			%dnd Armored 'Spearhead' Div.
		}
		3 = {
			%drd Armored 'Tiger' Div.
		}
		4 = {
			%dth Armored 'Thunderbolt' Div.
		}
		5 = {
			%dth Armored 'Hellcat' Div.
		}
		6 = {
			%dth Armored 'Liberator' Div.
		}
		7 = {
			%dth Armored 'Dixie' Div.
		}
		8 = {
			%dth Armored 'Hurricane' Div.
		}
		9 = {
			%dth Armored 'Lone Star' Div.
		}
		10 = {
			%dth Armored 'Cavaliers' Div.
		}
		11 = {
			%dth Armored 'Jaguar' Div.
		}
		12 = {
			%dth Armored 'Roadrunners' Div.
		}
		13 = {
			%dth Armored 'Old Virginia' Div.
		}
		14 = {
			%dth Armored 'Rough Riders' Div.
		}
		15 = {
			%dth Armored 'Broncos' Div.
		}
		16 = {
			%dth Armored 'Lynx' Div.
		}
		17 = {
			%dth Armored 'Brandy Station' Div.
		}
		18 = {
			%dth Armored 'Bloody Bill' Div.
		}
		19 = {
			%dth Armored 'Jeb Stuart' Div.
		}
		20 = {
			%dth Armored 'Forrest' Div.
		}
		21 = {
			%dst Armored 'Braxton Bragg' Div.
		}
		22 = {
			%dnd Armored 'John Mosby' Div.
		}
		23 = {
			%drd Armored 'Albert Johnston' Div.
		}
	}
}
### Entity: Idea
Component: r56_generic_invest_reward_3
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_invest_reward_3 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_scientist_defect
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Unit Template
Component: USA_CAV_01
Source: game
File: common/units/names_divisions/USA_names_divisions.txt

Code:
USA_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		USA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Cavalry Division
	ordered = {
		1 = {
			%dst Cavalry 'The 1st Team' Div.
		}
		2 = {
			%dnd Cavalry (Colored) Division
		}
		3 = {
			%drd Cavalry Division
		}
		15 = {
			%dth Cavalry Division
		}
		21 = {
			%dst Cavalry Division
		}
		24 = {
			%dth Cavalry Division
		}
		61 = {
			%dst Cavalry Division
		}
		62 = {
			%dnd Cavalry Division
		}
		63 = {
			%drd Cavalry Division
		}
		64 = {
			%dth Cavalry Division
		}
		65 = {
			%dth Cavalry Division
		}
		66 = {
			%dth Cavalry Division
		}
		22 = {
			%dnd Cavalry Division
		}
		23 = {
			%drd Cavalry Division
		}
		56 = {
			%dth Cavalry Division
		}
		25 = {
			%dth Cavalry Division
		}
		26 = {
			%dth Cavalry Division
		}
		27 = {
			%dth Cavalry Division
		}
		28 = {
			%dth Cavalry Division
		}
		29 = {
			%dth Cavalry Division
		}
		30 = {
			%dth Cavalry Division
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_operation_green
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_ally_with, is_guaranteed_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_operation_green
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = GER_operation_sea_lion
	}
	x = 1
	y = 1
	relative_position_id = GER_operation_sea_lion
	cost = 4
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	will_lead_to_war_with = IRE
	available = {
		is_subject = no
		OR = {
			IRE = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				} {
					is_ally_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				}
			}
			NIR = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				} {
					is_ally_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				}
			}
		} {
			has_war_with = ENG
			NOT = {
				country_exists = ENG
			}
			is_ally_with = ENG
			has_subject = RGB
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				IRE = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					} {
						is_ally_with = ROOT
					} {
						is_guaranteed_by = ROOT
					} {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = IRE
				expire = 0
			}
		} {
			limit = {
				NIR = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					} {
						is_ally_with = ROOT
					} {
						is_guaranteed_by = ROOT
					} {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = NIR
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_crush_our_eastern_rival_old
Constructs: prerequisite, limit, owns_state, completion_reward, is_puppet, has_navy_size, complete_tooltip, create_wargoal
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_crush_our_eastern_rival_old
	text = SOV_crush_our_eastern_rival
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = SOV_rule_over_the_mongols_old
	}
	x = -1
	y = 1
	relative_position_id = SOV_rule_over_the_mongols_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_puppet = no
		has_navy_size = {
			size = > 15
		}
		r56_script_i_am_sane = yes
		JAP = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		JAP = {
			r56_script_standard_bypass = yes
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				MAN = {
					exists = yes
					owns_state = 761
					is_puppet = no
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = MAN
				expire = 0
				generator = {
					761
				}
			}
		} {
			limit = {
				JAP = {
					exists = yes
					owns_state = 745
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = JAP
				expire = 0
				generator = {
					745
				}
			}
		}
		every_state = {
			limit = {
				OR = {
					region = 155 242 243
					state = 537
				}
			}
			add_claim_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_industrial_boom
Constructs: shared_focus, prerequisite, add_stability, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_industrial_boom
	icon = GFX_goal_pp
	relative_position_id = PLY_purchase_foreign_licenses
	prerequisite = {
		focus = PLY_free_trade PLY_develop_port
	}
	x = 0
	y = 3
	cost = 10
	available = {
		num_of_factories = > 25
	}
	available_if_capitulated = yes
	continue_if_invalid = yes
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_political_power = 125
		add_stability = 0.05
		add_timed_idea = {
			idea = GEN_Industrial_Boom_I
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SPR_disbanded_army_2
Constructs: has_government, army_attack_factor, planning_speed
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_disbanded_army_2 = {
	name = SPR_disbanded_army
	picture = SPR_disbanded_army
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		max_command_power = -25
		command_power_gain_mult = -0.1
		planning_speed = -0.1
		max_planning = -0.1
		army_attack_factor = -0.05
	}
}
### Entity: Country History
Country: UKR
Component: UKR_characters
Constructs: recruit_character
Source: game
File: history/countries/UKR - Ukraine.txt

Code:
# Leaders & Characters for UKR
recruit_character = UKR_mykhailo_omelianovych_pavlenko UKR_stepan_bandera UKR_nikita_krushchyov UKR_kost_levytsky IA_olga_taratuta UKR_pavlo_shandruk
### Entity: State History
Component: 959
Constructs: add_core_of, add_to_array
Source: game
File: history/states/959-Slavonia.txt

Code:
state = {
	id = 959
	name = STATE_959
	manpower = 634207
	resources = {
		coal = 1
	}
	state_category = developed_rural
	history = {
		owner = YUG
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			6647 5
		}
		add_core_of = YUG CRO
		add_to_array = {
			state_victory_points = 6647
		}
	}
	provinces = {
		3627 6647 9595
	}
	local_supplies = 0.0
}