Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: fab_advisor
Constructs: industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
fab_advisor = {
	cost = 150
	removal_cost = 0
	picture = ger_wilhelm_canaris
	research_bonus = {

	}
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_celik_fab_factor = 0.15
		production_speed_industrial_complex_factor = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_tianxia
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_tianxia
	icon = GFX_focus_CHI_cradle_of_civilization
	x = 0
	y = 2
	relative_position_id = CHI_tsr_never_another_national_protection_war
	prerequisite = {
		focus = CHI_tsr_never_another_national_protection_war
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	search_filters = {

	}
	completion_reward = {
		swap_ruler_traits = {
			remove = CHI_tsr_son_of_heaven
			add = CHI_tsr_the_celestial_emperor
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					OR = {
						has_idea = CHI_ineffective_bureaucracy CHI_ineffective_bureaucracy_warlord
					}
				}
			}
			add_political_power = 150
			add_stability = 0.05
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy
			}
			remove_ideas = CHI_ineffective_bureaucracy
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy_warlord
			}
			remove_ideas = CHI_ineffective_bureaucracy_warlord
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_anglo_turkish_friendship_agreement
Constructs: prerequisite, has_war_with, completion_reward, add_ai_strategy, set_country_flag
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_anglo_turkish_friendship_agreement
	icon = GFX_focus_chi_british_cooperation
	cost = 5
	prerequisite = {
		focus = TUR_neutrality_through_deterrence
	}
	relative_position_id = TUR_neutrality_through_deterrence
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		not = {
			has_war_with = ENG
		}
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = bftb_turkey.144
			}
		}
		add_ai_strategy = {
			type = befriend
			id = ENG
			value = 25
		}
		set_country_flag = TUR_anglo_turkish_friendship_agreement_flag
	}
}
### Entity: Order of Battle
Component: 2 Nanking Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 2 Nanking Jingbei
	location = 11913
	division_template = Juntuán
	start_equipment_factor = 0.6
	start_experience_factor = 0.1
}
### Entity: Character
Component: TZN_acr
Source: game
File: common/characters/TZN.txt

Code:
TZN_acr = {
	advisor = {
		slot = air_chief
		idea_token = TZN_acr
		allowed = {
			original_tag = TZN
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: son_of_the_steppe
Constructs: recon_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
son_of_the_steppe = {
	random = no
	sprite = 13
	cavalry_attack_factor = 0.03
	cavalry_defence_factor = 0.03
	recon_factor = 0.05
	unit_cavalry_design_cost_factor = -0.25
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_suppress_tribal_revolts
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_suppress_tribal_revolts
	icon = GFX_focus_PER_state_atheism
	prerequisite = {
		focus = IRQ_increase_anglo_iraqi_economic_ties IRQ_bakr_sidqi_coup
	}
	x = 2
	y = 1
	relative_position_id = IRQ_increase_anglo_iraqi_economic_ties
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		AND = {
			675 = {
				is_owned_and_controlled_by = ROOT
			}
			1010 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = IRQ_shia_resistance_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = IRQ_shia_resistance_modifier
			}
		}
	}
}
### Entity: Idea
Component: LAT_state_romuva_idea_1
Constructs: army_defence_factor, war_support_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_state_romuva_idea_1 = {
	picture = LAT_neopaganism_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		war_support_factor = 0.1
		fascism_drift = 0.15
		political_power_factor = 0.1
	}
}
### Entity: Idea
Component: INS_political_idea_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_2 = {
	name = INS_political_idea_two
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = hol_lead_the_minor_democracies
	modifier = {
		stability_factor = -0.15
		political_power_factor = -0.15
	}
}
### Entity: Character
Component: PRC_chen_yi
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_chen_yi = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_chen_yi
		portraits = {
			army = {
				large = GFX_portrait_prc_chen_yi
				small = GFX_portrait_PRC_chen_yi_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_chen_yi
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_concealment_2
			}
			cost = 100
			ai_will_do = {
				base = 5
			}
		}
		corps_commander = {
			traits = {
				infantry_officer organizer
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_chen_yi
		portraits = {
			army = {
				large = GFX_portrait_prc_chen_yi
				small = GFX_portrait_PRC_chen_yi_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_chen_yi
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_armored_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 3
			attack_skill = 4
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.40
Constructs: is_triggered_only, limit, every_state, add_claim_by, set_cosmetic_tag, every_controlled_state, add_core_of, add_to_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.40
	title = wuw_GER_realpolitik.40.t
	desc = wuw_GER_realpolitik.40.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.40.a
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						state = 664 73 76 84 83 82 45 975
					}
				}
				add_claim_by = HUN
			}
			HUN = {
				set_cosmetic_tag = HUN_GREATER
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
			every_controlled_state = {
				limit = {
					OR = {
						state = 664 73 76 84 83 82 45 975
					}
				}
				transfer_state_to = HUN
				add_core_of = HUN
			}
			ROOT = {
				add_to_faction = FROM
			}
			GER_setup_faction_wide_aoe_effects_root = yes
		}
	}
}
### Entity: Idea
Component: SWE_hosting_exiled_european_fascists_level_2
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_hosting_exiled_european_fascists_level_2 = {
	picture = chi_army_corruption3
	allowed = {
		always = no
	}
	modifier = {
		communism_drift = -0.05
		stability_factor = -0.03
		stability_weekly = -0.005
		weekly_manpower = 100
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_anti_colonial_action
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_anti_colonial_action
	icon = GFX_focus_spr_masters_of_our_own_fate
	cost = 5
	prerequisite = {
		focus = TUR_bicontinental_intervention
	}
	mutually_exclusive = {
		focus = TUR_cooperation_against_moscow TUR_cooperation_against_berlin
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = TUR_support_the_conservative_opposition TUR_continue_the_moderate_course TUR_neutrality_through_deterrence
			}
		}
	}
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_bicontinental_intervention
		}
	}
	x = 3
	y = 1
	relative_position_id = TUR_bicontinental_intervention
	ai_will_do = {
		factor = 10
	}
	available = {
		has_completed_focus = TUR_storm_the_grand_national_assembly
		has_government = communism
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_long_range_screens
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_long_range_screens
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = CHI_battleship_focus CHI_heavy_cruiser_focus CHI_mobile_bases CHI_coastal_defence CHI_long_range
	}
	x = -2
	y = 1
	relative_position_id = CHI_heavy_cruiser_focus
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_long_range_screens
			bonus = 1
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Effect Reference
Construct: create_navy_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_navy_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
create navy leader for country
```
### Entity: Country History
Country: POK
Component: POK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/POK - Pontianak.txt

Code:
# Politics & Parties for POK
set_politics = {
	ruling_party = neutrality
	last_election = 1930.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	communism = 5
	neutrality = 90
	fascism = 0
}
### Entity: Idea
Component: BEL_peacetime_national_union
Constructs: removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_peacetime_national_union = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = -0.08
	}
}
### Entity: AI Strategy
Component: r56_tank_nations_research_iw_anti_tank
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_tank_nations_research_iw_anti_tank = {
	allowed = {
		country_is_major_nation = yes
		country_is_major_minor_nation = yes
	}
	enable = {
		NOT = {
			has_tech = interwar_antitank
		}
		date = > 1936.9.1
	}
	abort = {
		has_tech = antitank2
	}
	ai_strategy = {
		type = research_tech
		id = interwar_antitank
		value = 100
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_liberal_victory
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_liberal_victory
	icon = GFX_goal_LUX_liberal_victory
	cost = 0
	x = 3
	y = 1
	offset = {
		trigger = {
			OR = {
				has_country_flag = LUX_maulkuerfgesetz_passed
				has_completed_focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
			}
		}
		x = -3
	}
	relative_position_id = LUX_finalise_government_formation
	prerequisite = {
		focus = LUX_finalise_government_formation
	}
	allow_branch = {
		NOT = {
			has_completed_focus = LUX_contest_election_results LUX_begin_workers_revolution
		}
	}
	mutually_exclusive = {
		focus = LUX_the_dupong_ministry LUX_first_social_democratic_government LUX_begin_workers_revolution
	}
	available = {
		has_country_flag = LUX_elections_PRL_winner
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: ww_congo.73
Constructs: is_triggered_only, ai_chance, limit, random_country, has_war_with, has_country_flag, add_political_power, is_in_faction
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.73
	title = ww_congo.73.t
	desc = ww_congo.73.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = ww_congo.73.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					COG = {
						is_in_faction = yes
						is_faction_leader = no
					}
				}
			}
		}
		add_political_power = -25
	} {
		name = ww_congo.73.b
		ai_chance = {
			base = 3
			modifier = {
				add = 30
				any_owned_state = {
					is_on_continent = africa
					is_controlled_by = COG
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = FROM
				}
			} {
				factor = 2
				surrender_progress = > 0.3
			} {
				add = 50
				any_country = {
					has_country_flag = COG_the_subject_country_to_be_liberated
					has_capitulated = yes
				}
			}
		}
		for_each_scope_loop = {
			array = COG.COG_has_liberation_goal_array
			remove_from_array = {
				array = COG.COG_has_liberation_goal_array
				value = THIS
			}
		}
		white_peace = COG
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				has_war_with = COG
			}
			white_peace = COG
		} {
			limit = {
				is_in_faction_with = COG
				has_war_with = ROOT
			}
			white_peace = ROOT
		}
		random_country = {
			limit = {
				has_country_flag = COG_the_subject_country_to_be_liberated
			}
			ROOT = {
				set_autonomy = {
					target = PREV
					autonomy_state = autonomy_free
					end_wars = yes
					end_civil_wars = yes
				}
			}
			leave_faction = yes
		}
		hidden_effect = {
			clear_variable = COG.COG_disputed_colony
			FROM = {
				clr_country_flag = COG_has_active_liberation_goal
			}
		}
	}
}
### Entity: AI Strategy
Component: AST_r56_alternate_communist
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_R56_alternate_strategy_plan.txt

Code:
AST_r56_alternate_communist = {
	name = R56 Australian communist plan
	desc = 
	allowed = {
		original_tag = AST
	}
	enable = {
		OR = {
			has_country_flag = AST_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = AST_ai_behavior
				option = COMMUNIST
			}
		}
	}
	ai_national_focuses = {
		AST_R56_appeal_to_the_labour_dissidents AST_R56_nationalise_healthcare AST_R56_militarise_the_workers_defence_corps AST_R56_the_workers_revolution AST_R56_end_to_colonialism AST_R56_finish_railway_gauge_standardisation AST_R56_australian_wool_board AST_R56_incom_tax_assessment_act AST_R56_commonwealth_aricraft_corporation AST_R56_australian_iron_and_steel AST_R56_strengthen_the_coalition AST_R56_cac_wirraway AST_R56_citizen_military_forces AST_R56_connect_south_australia AST_R56_greater_newcastle_act
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: faction_resource_extracted_total
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_resource_extracted_total
* description: total amount of resources extracted by the country's faction
### Entity: Event
Component: lar_spain.47
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.47
	title = lar_spain.47.t
	desc = lar_spain.47.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_spain.47.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Event
Component: israel.5
Constructs: is_triggered_only, unlock_decision_category_tooltip
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.5
	title = israel.5.t
	desc = israel.5.d
	picture = GFX_report_event_isr_elections
	is_triggered_only = yes
	option = {
		name = israel.5.a
		hidden_effect = {
			random = {
				chance = 80
				ISR_set_seats = yes
				random = {
					chance = 80
					ISR_set_seats = yes
					random = {
						chance = 80
						ISR_set_seats = yes
						random = {
							chance = 80
							ISR_set_seats = yes
							random = {
								chance = 80
								ISR_set_seats = yes
								random = {
									chance = 80
									ISR_set_seats = yes
									random = {
										chance = 80
										ISR_set_seats = yes
										random = {
											chance = 80
											ISR_set_seats = yes
										}
									}
								}
							}
						}
					}
				}
			}
		}
		ISR_hold_elections = yes
		custom_effect_tooltip = ISR_elections_held ISR_check_knesset
		unlock_decision_category_tooltip = ISR_knesset_category
	}
}
### Entity: Country History
Country: TTS
Component: TTS_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, create_equipment_variant, set_convoys
Source: game
File: history/countries/TTS - The Two Sicilies.txt

Code:
# Misc for TTS
capital = 117
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
		CAS1 = 1
	}
}
IF = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		basic_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		basic_depth_charges = 1
		basic_torpedo = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_heavy_battery = 1
		basic_light_battery = 1
		basic_heavy_armor_scheme = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		mtg_transport = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = L3/35
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		icon = GFX_ITA_basic_light_tank_medium
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Bandiera Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 1
			sub_engine_upgrade = 1
			sub_stealth_upgrade = 1
			sub_torpedo_upgrade = 1
		}
		obsolete = yes
	} {
		name = Sirena Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 2
			sub_engine_upgrade = 2
			sub_stealth_upgrade = 2
			sub
# ... (truncated)
### Entity: Event
Component: quebec.5
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.5
	title = quebec.5.t
	desc = quebec.5.d
	fire_only_once = yes
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		name = quebec.11.b
		CAN = {
			country_event = quebec.6
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_war_production_ITA = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Achievement
Component: assuming_direct_control
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader
Source: game
File: common/achievements.txt

Code:
assuming_direct_control = {
	id = 89
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		NOT = {
			OR = {
				tag = USA ENG GER ITA FRA SOV JAP CHI
			}
		}
	}
	happened = {
		has_country_flag = assuming_direct_control_achievement_flag
		is_faction_leader = yes
	}
}
### Entity: Country History
Country: FIJ
Component: FIJ_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/FIJ - Fiji.txt

Code:
# Misc for FIJ
capital = 636
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Effect Reference
Construct: set_political_party
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_political_party

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set popularity of a political party

Example:
set_political_party = {
	ideology = neutrality
	popularity = 50
}
```
### Entity: Decision
Component: CW_occupation_negotations
Source: game
File: common/decisions/categories/coldwar_decision_categories.txt

Code:
CW_occupation_negotations = {
	priority = 105
	icon = generic_nationalism
	allowed = {
		OR = {
			original_tag = FRA SOV ENG USA
		}
	}
}