Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: isr_focus
Component: ISR_two_state_solution
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, completion_reward, set_country_flag, remove_core_of
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_two_state_solution
	icon = GFX_goal_MPL_stable_union
	relative_position_id = ISR_work_with_arab
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_work_with_arab
	} {
		focus = ISR_recognize_beduin
	}
	cost = 10
	bypass = {
		OR = {
			NOT = {
				controls_state = 949 966
			}
			PAL = {
				AND = {
					exists = yes
					OR = {
						has_government = neutrality fascism
					}
				} {
					owns_state = 966 949
				}
				has_war_with = ISR
			}
		}
	}
	completion_reward = {
		set_country_flag = ISR_two_state_solution
		if = {
			limit = {
				PAL = {
					exists = no
				}
			}
			454 = {
				remove_core_of = PAL
				add_claim_by = PAL
			}
			1016 = {
				remove_core_of = PAL
				add_claim_by = PAL
			}
			1017 = {
				remove_core_of = PAL
				add_claim_by = PAL
			}
			PAL = {
				drop_cosmetic_tag = yes
			} {
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
					long_name = PAL_nashashbi_long
					name = PAL_nashashbi_party
				}
				add_country_leader_role = {
					character = PAL_raghib_al_nashashbi
					promote_leader = yes
					country_leader = {
						ideology = liberalism
						expire = 1965.1.1.1
						traits = {
							popular_figurehead
						}
					}
				}
				add_popularity = {
					ideology = ISR
					popularity = -0.4
				}
			}
			release_autonomy = {
				target = PAL
				autonomy_state = autonomy_protectorate
			}
		}
		else = {
			if = {
				limit = {
					PAL = {
						NOT = {
							owns_state = 949
						}
					}
					ISR = {
						controls_state = 949
					}
				}
				PAL = {
					transfer_state = 949
				}
			} {
				limit = {
					PAL = {
						NOT = {
							owns_state = 966
						}
					}
					ISR = {
						controls_state = 966
					}
				}
				PAL = {
					transfer_state = 966
				}
			}
			diplomatic_relation = {
				country = PAL
				relation = non_aggression_pact
			}
		}
		remove_opinion_modifier = {
			target = PAL
			modifier = hostile_status
		}
		PAL = {
			remove_opinion_modifier = {
				target = ISR
				modifier = hostile_status
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: CHI_gao_zhihang
Source: game
File: common/characters/CHI.txt

Code:
CHI_gao_zhihang = {
	name = CHI_gao_zhihang
	portraits = {
		army = {
			small = GFX_idea_CHI_gao_zihang
		}
	}
	advisor = {
		slot = high_command
		idea_token = CHI_gao_zhihang
		ledger = air
		allowed = {
			original_tag = CHI
		}
		traits = {
			air_air_superiority_3
		}
		cost = 200
		ai_will_do = {
			base = 0.2
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_organize_the_land
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_organize_the_land
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = BHU_exploit_the_findings BHU_the_dragon_trains
	}
	relative_position_id = BHU_exploit_the_findings
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		324 = {
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: AI Strategy
Component: r56_JAP_stockpile_more_early_game
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_stockpile_more_early_game = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			exists = yes
		}
		date = < 1937.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_stockpile_surplus_ratio
		value = 10
	}
}
### Entity: Order of Battle
Component: División de Caballería
Constructs: division_template
Source: game
File: history/units/SPA_1939.txt

Code:
division = {
	name = División de Caballería
	location = 3938
	division_template = División de Caballería
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Modding Documentation
Construct: morehumans
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## morehumans
* Aliases: humans
* Arguments: num

Adds more humans
### Entity: Order of Battle
Component: Satawan Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Satawan Kichi Shubitai
	location = 13035
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: pol_focus
Component: POL_prepare_for_the_inevitable
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, random_country, add_ideas, has_government, has_war_with, has_country_flag
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_prepare_for_the_inevitable
	icon = GFX_focus_POL_prepare_for_the_inevitable
	available = {
		OR = {
			has_capitulated = yes
			AND = {
				OR = {
					has_war_with = GER SOV
				}
				is_in_faction = yes
				surrender_progress = > 0.6
			}
		}
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	x = 106
	y = 0
	offset = {
		x = 2
		y = 0
		trigger = {
			has_country_flag = romanov_enabled
		}
	} {
		x = -27
		y = 0
		trigger = {
			NOT = {
				has_dlc = No Step Back
			}
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_dlc = No Step Back
			has_completed_focus = POL_complete_april_constitution
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -39
		y = 0
		trigger = {
			has_completed_focus = POL_organize_the_peasants_strike
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -31
		y = 0
		trigger = {
			has_completed_focus = POL_assemble_the_regency_council
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -47
		y = 0
		trigger = {
			has_completed_focus = POL_nationalist_constitution
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			gain_random_agency_upgrade = yes
		} {
			limit = {
				any_allied_country = {
					is_hosting_exile = ROOT
					has_government = democratic
				}
				OR = {
					has_government = neutrality fascism
				}
				has_completed_focus = POL_complete_april_constitution
			}
			effect_tooltip = {
				retire_country_leader = yes
			}
			hidden_effect = {
				random_country = {
					limit = {
						is_hosting_exile = ROOT
					}
					save_event_target_as = hosting_country_target
				}
				country_event = poland.25
			}
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = POL_karl_albrecht
					ruling_only = yes
				}
			}
			add_country_leader_trait = exile_king
		}
		else = {
			add_ideas = POL_influx_of_exiles
		}
		add_offsite_building = {
			type = industrial_complex
			level = 3
		} {
			type = arms_factory
			level = 2
		}
		add_equipment_to_stockpile = {
			type =
# ... (truncated)
### Entity: Effect Reference
Construct: set_resistance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
set resistance of a state. Example: set_resistance = 30
```
### Entity: Country History
Country: DMN
Component: DMN_technology
Constructs: set_technology
Source: game
File: history/countries/DMN - Dominica.txt

Code:
# Starting Technologies for DMN
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: Modifier Reference
Component: idea_RAJ_resistant_to_occupation
Constructs: remove_trigger, is_raj_or_raj_inheritor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_resistant_to_occupation = {
	icon = GFX_modifiers_FIN_weapon_caches
	compliance_growth = -0.25
	local_manpower = -0.33
	remove_trigger = {
		CONTROLLER = {
			is_raj_or_raj_inheritor = yes
		}
	}
}
### Entity: Country History
Country: LBV
Component: LBV_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/LBV - Lombardy Venetia.txt

Code:
# Politics & Parties for LBV
set_stability = 0.5
set_war_support = 0.5
add_ideas = {

}
set_politics = {
	ruling_party = neutrality
	last_election = 1934.3.26
	election_frequency = 60
	elections_allowed = no
}
set_popularities = {
	democratic = 15
	fascism = 10
	communism = 15
	neutrality = 60
}
### Entity: Doctrine
Component: air_subdoctrine_flying_fortresses
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_heavy_aircraft_subdoctrines.txt

Code:
air_subdoctrine_flying_fortresses = {
	track = heavy_aircraft
	name = SUBDOCTRINE_FLYING_FORTRESSES
	description = SUBDOCTRINE_FLYING_FORTRESSES_DESC
	icon = GFX_doctrine_flying_fortress_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			original_tag = USA
		} {
			factor = 0.5
			is_major = no
		}
	}
	category_strat_bomber = {
		air_defence = 0.1
	}
	rewards = {
		high_level_bombing = {
			air_strategic_bomber_defence_factor = 0.2
		}
		experienced_gunners = {
			category_strat_bomber = {
				air_attack = 0.1
			}
		}
		pilot_rescue_missions = {
			air_wing_xp_loss_when_killed_factor = -0.1
		}
		extensive_training = {
			air_training_xp_gain_factor = 0.1
			air_ace_generation_chance_factor = 0.05
		}
		safety_landing_procedures = {
			air_accidents_factor = -0.1
		}
	}
}
### Entity: Name List
Component: SML
Source: game
File: common/names/tymodern_names.txt

Code:
SML = {
	male = {
		names = {
			Aar Abadir Abd Abdallah Abdi Abdihakim Abdillahi Abdiqasim Abdirahman Abdirashid Abdirizak Abdisalam Abdiweli Abdourahman Abdulkadir Abdullahi Abdulsalami Adan Aden Ahmed Ali Arawelo Ayub Dahir Daud Elman Faisal Farah Hasan Hassan Hirsi Ibrahim Ismail Jama Jaylaani Liban Maxamed Mo Mohamed Mohammed Mohamoud Mohamud Muse Mustafa Nur Nuruddin Olol Omar Osman Rageh Salaad Sharif Shaykh Shire Uways Warsame Yusuf
		}
	}
	female = {
		names = {
			Amina Asha Asli Ayaan Edna Fatima Fowziya Halima Hanan Hawa Hodan Idyl Iman Khadija Ladan Maryam Siham Waris Yasmin Yasmine Yussur Zahra
		}
	}
	surnames = {
		Aato Abade Abdi Abdillahi Abdulle Abdulmajid Abrar Abubakar Adan Addou Afrax Al-Amawi Ahmed Ali Allas Aptidon Ar-Rida Aweys Awl Bani Al-Barawi Barre Bile Daar Daud Diinle Dirie Duale Elmi Farah Farole Feiruz Galal Galaydh Ghalib Ghedi Haji Haji-Faqi Hashi Hassan Hersi Hirsi Hussein Ibrahim Ibrahim Ikar Irro Islam Ismail Issa Isse Al-Jabarti Jama Osman Jibrell Kahin Kassim Al-Kawneyn Kediye Kenadid Kusow Liibaan Maanta Madobe Mahamuud Malimey Moalim Mohallim Mohamed Muhammad Mukhtar Mumin Mursal Nalayeh Nur Omaar Omer Osman Osoble Qalanjo Qarshe Al-Qutbi Said Samatar Sharmarke Shermarke Shirdon Shire Siad Silanyo Sinimo Sufi Timacade Waberi Warfa Warsame Al-Zayla'i
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_contesting_the_adriatic
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_contesting_the_adriatic
	icon = GFX_goal_CZE_contesting_the_adriatic
	x = 0
	y = 1
	relative_position_id = CZE_modern_anti-torpedo_protection
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_modern_anti-torpedo_protection
	} {
		focus = CZE_focus_on_u-boats CZE_a_matter_of_prestige
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 35
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_contesting_the_adriatic
			bonus = 1
			uses = 2
			category = naval_equipment
		}
		add_doctrine_cost_reduction = {
			name = CZE_contesting_the_adriatic
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_develop_sudetenland_resources
Constructs: prerequisite, limit, completion_reward, has_tech, has_full_control_of_state, cancel_if_invalid, add_to_variable, is_fully_controlled_by
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_develop_sudetenland_resources
	icon = GFX_focus_generic_tungsten
	prerequisite = {
		focus = CZE_invest_in_vhht
	}
	relative_position_id = CZE_invest_in_vhht
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation2
		OR = {
			has_full_control_of_state = 69 972
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor = 0.025
			tooltip = production_speed_industrial_complex_factor_tt
		}
		if = {
			limit = {
				69 = {
					is_fully_controlled_by = ROOT
				}
			}
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					69
				}
				add_resource = {
					type = tungsten
					amount = 5
				} {
					type = coal
					amount = 2
				}
			}
		} {
			limit = {
				972 = {
					is_fully_controlled_by = ROOT
				}
			}
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					972
				}
				add_resource = {
					type = tungsten
					amount = 3
				}
			}
		} {
			limit = {
				74 = {
					is_fully_controlled_by = ROOT
				}
			}
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					74
				}
				add_resource = {
					type = coal
					amount = 1
				}
			}
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_vitkovice_mining_and_metallurgical_company
				add_idea = CZE_vitkovice_mining_and_metallurgical_company_2
			}
		}
		hidden_effect = {
			CZE_vhht_idea_go_up = yes
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_civilian_nuclear_reactor_investments
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_breakthrough_progress, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_civilian_nuclear_reactor_investments
	icon = GFX_focus_generic_nuclear_development
	x = -1
	y = 1
	relative_position_id = JAP_modernize_agriculture
	prerequisite = {
		focus = JAP_modernize_agriculture
	} {
		focus = JAP_lifetime_employment
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.75
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = JAP_early_industrialization_efforts_dm
				}
			}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = JAP_early_industrialization_efforts_dm
				}
				add_dynamic_modifier = {
					modifier = JAP_the_economic_mirale_dm
				}
			}
			custom_effect_tooltip = JAP_civilian_nuclear_reactor_investments_tt
			add_to_variable = {
				JAP_industry_special_project_speed_factor = 0.05
				tooltip = special_project_speed_factor_tt
			} {
				JAP_industry_production_speed_buildings_factor = 0.05
				tooltip = production_speed_buildings_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = JAP_the_economic_mirale_dm
				}
			}
			JAP_add_or_modify_early_industrialization = yes
			add_to_variable = {
				JAP_industry_special_project_speed_factor = 0.05
				tooltip = special_project_speed_factor_tt
			} {
				JAP_industry_production_speed_buildings_factor = 0.05
				tooltip = production_speed_buildings_factor_tt
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.4
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, set_state_controller, add_autonomy_score, add_claim_by
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.4
	title = bftb_bulgaria_fate_of_the_balkans.4.t
	desc = bftb_bulgaria_fate_of_the_balkans.4.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.4.a
		add_political_power = 50
		effect_tooltip = {
			FROM = {
				transfer_state = FROM.FROM
				hidden_effect = {
					set_state_controller = FROM.FROM
				}
				add_autonomy_score = {
					value = 300
					localization = BUL_transferred_bulgarian_state_autonomy_desc
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_fate_of_the_balkans.5
			}
		}
	} {
		name = bftb_bulgaria_fate_of_the_balkans.4.b
		ai_chance = {
			factor = 0
		}
		add_stability = -0.1
		add_war_support = -0.05
		add_political_power = -100
		effect_tooltip = {
			FROM.FROM = {
				add_claim_by = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_fate_of_the_balkans.6
			}
		}
	}
}
### Entity: Event
Component: SEA_generic_events.15
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.15
	title = SEA_generic_events.15.t
	desc = SEA_generic_events.15.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.15.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.07
		}
		add_political_power = -25
	} {
		name = SEA_generic_events.15.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: mitsubishi_civilian
Constructs: has_completed_focus, research_bonus, has_active_mission
Source: game
File: common/ideas/japan.txt

Code:
mitsubishi_civilian = {
	picture = mitsubishi
	allowed = {
		original_tag = JAP
	}
	available = {
		has_completed_focus = JAP_approach_mitsubishi
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 15
			has_active_mission = JAP_zaibatsu_faction_demands_industrial_company_employment
		}
	}
	traits = {
		armament_zaibatsu
	}
}
### Entity: Decision
Component: CHI_integrate_the_warlords_sea_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, remove_ideas, has_government, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_integrate_the_warlords_sea_cat = {
	CHI_press_warlord_to_become_puppet = {
		icon = GFX_decision_eng_trade_unions_demand
		priority = 10
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			} {
				factor = 2
				is_faction_leader = yes
			} {
				factor = 1.5
				has_political_power = > 200
			} {
				factor = 0.5
				has_political_power = < 150
			} {
				factor = 1.5
				FROM = {
					num_of_factories = > 4
				}
			} {
				factor = 1.5
				FROM = {
					num_of_factories = > 7
				}
			} {
				factor = 1.5
				FROM = {
					num_of_factories = > 10
				}
			} {
				factor = 1.5
				is_neighbor_of = FROM
			} {
				factor = 0.5
				NOT = {
					any_neighbor_country = {
						is_neighbor_of = FROM
					}
				}
			} {
				factor = 0.5
				FROM = {
					NOT = {
						has_government = ROOT
					}
				}
			} {
				factor = 1.5
				num_subjects = < 5
			} {
				factor = 0
				faction_influence_ratio = < 0.2
			} {
				factor = 1.5
				faction_influence_ratio = > 0.24
			} {
				factor = 1.5
				faction_influence_ratio = > 0.29
			} {
				factor = 1.5
				faction_influence_ratio = > 0.39
			} {
				factor = 1.5
				faction_influence_ratio = > 0.49
			} {
				factor = 0.5
				is_historical_focus_on = yes
				date = < 1939.6.1
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						high_command
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						theorist
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			}
		}
		available = {
			NOT = {
				has_country_flag = is_pressing_warlord
			}
			set_temp_variable = {
				CHI_get_warlord_influence = FROM.faction_influence_ratio
			}
			multiply_temp_variable = {
				CHI_get_warlord_influence = 2
			}
			faction_influence_ratio = > CHI_get_warlord_influence
		}
		target_root_trigger = {
			is_in_faction = yes
			OR = {
				has_faction_template = faction_template_wang_front faction_template_chinese_united_front faction_template_PRC_the_peoples_front
			}
		}
		ai_hint_pp_cost = 125
# ... (truncated)
### Entity: National Focus
Tree: per_focus
Component: PER_stage_mass_protests
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_stage_mass_protests
	icon = GFX_focus_PER_stage_mass_protests
	prerequisite = {
		focus = PER_rally_the_reformers
	}
	x = -1
	y = 1
	relative_position_id = PER_rally_the_reformers
	cost = 5
	available = {
		has_country_flag = PER_opposition_hq_established
	}
	bypass = {
		OR = {
			has_completed_focus = PER_iranian_socialist_revolution PER_strengthen_iranian_parliament PER_force_abdication PER_march_on_saadabad
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_the_pahlavi_imperium
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_stage_mass_protests_tt
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Canal Area
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = Canal Area
	location = 1155
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: POR_intervention_in_spain
Constructs: has_global_flag, removal_cost, send_volunteer_divisions_required, send_volunteers_tension, send_volunteer_size
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_intervention_in_spain = {
	picture = SPA_maquis
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	cancel = {
		has_global_flag = scw_over
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -1
		send_volunteers_tension = -1
		send_volunteer_size = 2
		air_volunteer_cap = 2
	}
}
### Entity: Country History
Country: WIS
Component: WIS_technology
Constructs: set_technology
Source: game
File: history/countries/WIS - Western Indian States.txt

Code:
# Starting Technologies for WIS
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}