Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_trade_deal.7
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_idea, add_offsite_building, clr_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_trade_deal.7
	title = denmark_trade_deal.7.t
	desc = denmark_trade_deal.7.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_trade_deal.7.a
		trigger = {
			FROM = {
				OR = {
					original_tag = ENG GER
				}
			}
		}
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				FROM = {
					has_idea = DEN_danish_produce_export_ns
				}
			}
			custom_effect_tooltip = DEN_remove_one_offmap_civ_tt
			hidden_effect = {
				DEN = {
					add_offsite_building = {
						type = industrial_complex
						level = -1
					}
				}
			}
			FROM = {
				remove_ideas = DEN_danish_produce_export_ns
			}
		}
		else_if = {
			limit = {
				FROM = {
					has_idea = DEN_danish_produce_export_ns_improved
				}
			}
			custom_effect_tooltip = DEN_remove_two_offmap_civ_tt
			hidden_effect = {
				DEN = {
					add_offsite_building = {
						type = industrial_complex
						level = -2
					}
				}
			}
			FROM = {
				remove_ideas = DEN_danish_produce_export_ns_improved
			}
		}
		hidden_effect = {
			FROM = {
				clr_country_flag = DEN_danish_trading_partner_flag
			}
		}
	} {
		name = denmark_trade_deal.7.b
		trigger = {
			FROM = {
				original_tag = DEN
			}
		}
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				ROOT = {
					has_idea = DEN_danish_produce_export_ns
				}
			}
			ROOT = {
				remove_ideas = DEN_danish_produce_export_ns
			}
			custom_effect_tooltip = DEN_loses_one_offmap_civ_tt
			hidden_effect = {
				DEN = {
					add_offsite_building = {
						type = industrial_complex
						level = -1
					}
				}
			}
		}
		else_if = {
			limit = {
				ROOT = {
					has_idea = DEN_danish_produce_export_ns_improved
				}
			}
			ROOT = {
				remove_ideas = DEN_danish_produce_export_ns_improved
			}
			custom_effect_tooltip = DEN_loses_two_offmap_civ_tt
			hidden_effect = {
				DEN = {
					add_offsite_building = {
						type = industrial_complex
						level = -2
					}
				}
			}
		}
		hidden_effect = {
			ROOT = {
				clr_country_flag = DEN_danish_trading_partner_flag
			}
		}
	}
}
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_doctrine_effort
Constructs: shared_focus, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = ABC_army_reform
	}
	x = 0
	y = 1
	relative_position_id = ABC_army_reform
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		if = {
			limit = {
				has_subdoctrine_in_track = infantry
			}
			add_daily_mastery = {
				name = land_doc_bonus
				amount = 0.5
				days = 180
				track = infantry
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_fieseler_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_fieseler_improved = {
	name = GER_fieseler
	picture = GER_fieseler
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_torpedobomber
	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: POL_april_constitution_right
Constructs: has_government, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_right = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		mobilization_laws_cost_factor = -0.2
		high_command_cost_factor = -0.2
		resistance_damage_to_garrison = -0.15
		political_power_factor = 0.15
		drift_defence_factor = 0.15
		neutrality_drift = 0.15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_scandinavian_council
Constructs: every_owned_state, prerequisite, limit, has_country_flag, completion_reward, is_subject, set_cosmetic_tag, swap_ideas
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_scandinavian_council
	icon = GFX_focus_SWE_the_nordic_defense_council
	prerequisite = {
		focus = SWE_the_second_brother SWE_the_third_brother SWE_the_fourth_brother
	}
	relative_position_id = SWE_the_third_brother
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		is_subject = no
	}
	completion_reward = {
		set_cosmetic_tag = SCA_SWE_UNIFIED
		swap_ideas = {
			add_idea = SWE_scandinavianism_good
			remove_idea = SWE_scandinavianism_bad
		}
		if = {
			limit = {
				has_country_flag = SWE_second_brother
			}
			every_owned_state = {
				limit = {
					OR = {
						region = 11 191
						state = 1027
					}
				}
				add_core_of = SWE
			}
		} {
			limit = {
				has_country_flag = SWE_third_brother
			}
			every_owned_state = {
				limit = {
					OR = {
						region = 277
						state = 1024 337
					}
				}
				add_core_of = SWE
			}
		} {
			limit = {
				has_country_flag = SWE_fourth_brother
			}
			every_owned_state = {
				limit = {
					OR = {
						region = 13
						AND = {
							region = 12
							NOT = {
								state = 213
							}
						} {
							region = 9
							NOT = {
								state = 124
							}
						}
					}
				}
				add_core_of = SWE
			}
		}
	}
}
### Entity: Unit Template
Component: COG_BB_HISTORICAL
Source: game
File: common/units/names_ships/COG_ship_names.txt

Code:
COG_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		COG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = BNS 
	fallback_name = Navire de Ligne %d
	unique = {
		Roi Mbóp Mábíínc maMbéky Roi Yuhi V Musinga Roi Dom Pedro VII Roi Moe Poaty III Roi Yeta III Leopoldville
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_british_exchange_program
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_british_exchange_program
	icon = GFX_focus_chi_british_cooperation
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = neutrality democratic
		}
		ENG = {
			has_government = democratic
			NOT = {
				has_war_with = AFG
			}
		}
	}
	prerequisite = {
		focus = AFG_infrastructure_privatization
	}
	relative_position_id = AFG_infrastructure_privatization
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 3600
				equipment_type = small_plane_cas_airframe
				seller_trigger = r56_AFG_purchase_british_fighters_subisdy
			}
			custom_effect_tooltip = available_mio_tt r56_newline
			show_mio_tooltip = ENG_rsaf_enfield_organization
			ENG = {
				create_production_license = {
					target = AFG
					equipment = {
						type = fighter_equipment_1
						version = 1
					}
					cost_factor = 0.1
				}
			}
			add_tech_bonus = {
				name = POL_light_bomber_focus
				bonus = 1
				uses = 1
				category = light_air
			} {
				name = inf_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons
			}
		}
		else = {
			ENG = {
				create_production_license = {
					target = AFG
					equipment = {
						type = fighter_equipment_1
						version = 0
					}
					cost_factor = 0.15
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 80
				producer = ENG
			}
			custom_effect_tooltip = available_materiel_manufacturer
			show_ideas_tooltip = AFG_rsaf
			add_tech_bonus = {
				name = POL_light_bomber_focus
				bonus = 1
				uses = 1
				category = light_air
			} {
				name = inf_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Game Data
Component: script_enum_equipment_stat
Constructs: suppression_factor, fuel_capacity, naval_speed, maximum_speed, reliability_factor, build_cost_ic
Source: game
File: common/script_enums.txt

Code:
script_enum_equipment_stat = {
	default_morale defense breakthrough hardness soft_attack hard_attack recon entrenchment initiative casualty_trickleback supply_consumption_factor supply_consumption suppression suppression_factor experience_loss_factor equipment_capture_factor recovery additional_collateral_damage fuel_capacity surface_detection sub_detection surface_visibility sub_visibility lg_attack lg_armor_piercing hg_attack hg_armor_piercing torpedo_attack sub_attack anti_air_attack amphibious_defense naval_speed naval_range mines_planting mines_sweeping naval_light_gun_hit_chance_factor naval_heavy_gun_hit_chance_factor naval_torpedo_hit_chance_factor naval_torpedo_damage_reduction_factor naval_torpedo_enemy_critical_chance_factor convoy_raiding_coordination patrol_coordination search_and_destroy_coordination air_range air_defence air_attack air_agility air_bombing air_superiority naval_strike_attack naval_strike_targetting air_ground_attack air_visibility_factor railway_gun_attack railway_gun_attack_range_index_in_define railway_gun_annex_ratio railway_gun_hours_between_redistribution max_organisation max_strength maximum_speed armor_value ap_attack reliability reliability_factor weight thrust fuel_consumption fuel_consumption_factor strategic_attack carrier_size submarine_carrier_size carrier_surface_detection carrier_sub_detection acclimatization_hot_climate_gain_factor acclimatization_cold_climate_gain_factor night_penalty build_cost_ic naval_weather_penalty_factor
}
### Entity: Event
Component: belgium.121
Constructs: has_completed_focus, has_government, has_country_flag, add_political_power, has_idea, random_list, add_popularity
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.121
	title = belgium.121.t
	desc = belgium.121.desc
	picture = GFX_report_event_generic_riot
	trigger = {
		tag = BEL
		OR = {
			NOT = {
				has_country_flag = BEL_1936_election
			}
			has_completed_focus = BEL_go_left
			AND = {
				has_completed_focus = BEL_form_coalition_government
				communism = > 0.05
			}
		}
		NOT = {
			has_idea = BEL_fascism_banned
		} {
			has_government = communism
		} {
			has_country_flag = BEL_king_martial_law
		}
		fascism = > 0.04
	}
	mean_time_to_happen = {
		days = 191
		modifier = {
			factor = 1.5
			has_completed_focus = BEL_form_coalition_government
		}
	}
	option = {
		name = belgium.121.a
		trigger = {
			has_completed_focus = BEL_go_left
		}
		add_political_power = -2
		random_list = {
			25 = {

			} {
				add_popularity = {
					ideology = communism
					popularity = 0.0075
				}
			} {
				add_popularity = {
					ideology = communism
					popularity = 0.01
				}
			} {
				add_popularity = {
					ideology = communism
					popularity = 0.015
				}
			}
		}
	} {
		name = belgium.121.b
		trigger = {
			OR = {
				has_completed_focus = BEL_form_coalition_government
				NOT = {
					has_country_flag = BEL_1936_election
				}
			}
		}
		add_political_power = -2
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.9
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.9
	title = NSB_soviet_fascist_tsarist.6.t
	desc = NSB_soviet_fascist_tsarist.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.6.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Country History
Country: CAT
Component: CAT_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/CAT - Catalonia.txt

Code:
# Misc for CAT
capital = 165
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
	}
}
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: Technology
Component: advanced_heavy_td
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_destroyer_equipment_3
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = modern_td
				can_research = modern_td
				is_researching_technology = main_battle_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Character
Component: AST_cederic_hicks
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_cederic_hicks = {
	name = AST_cederic_hicks
	portraits = {
		army = {
			small = GFX_idea_AST_cederic_hicks
		}
	}
	advisor = {
		slot = high_command
		idea_token = AST_cederic_hicks
		ledger = army
		allowed = {
			original_tag = AST
			has_dlc = Together for Victory
		}
		cost = 150.0 100
		available = {
			has_completed_focus = AST_australian_army_catering_corps
		}
		traits = {
			army_logistics_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: all_china_must_prosper_in_my_prosperity_sphere_GDC
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
all_china_must_prosper_in_my_prosperity_sphere_GDC = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			NOT = {
				country_exists = CHI
			}
			CHI = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
		country_exists = GDC
		NOT = {
			GDC = {
				OR = {
					is_in_faction_with = JAP
					is_subject_of = JAP
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = GDC
		}
		GDC = {
			OR = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = GDC
		value = 5000
	}
}
### Entity: Technology
Component: sp_naval_repair_ships_pick_a
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	research_cost = 1
	start_year = 1940
	naval_repair_support_value_factor = 0.25
	naval_repair_support_factor = -0.1
	allow = {
		always = no
	}
}
### Entity: Event
Component: kmt.156
Constructs: is_triggered_only, ai_chance, add_political_power, send_embargo, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.156
	title = kmt.156.t
	desc = kmt.156.d
	is_triggered_only = yes
	picture = GFX_report_event_soviet_purge_trial
	option = {
		name = kmt.156.a
		ai_chance = {
			base = 60
		}
		send_embargo = FROM
		custom_effect_tooltip = embargo_relation_tt
	} {
		name = kmt.156.b
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = kmt.156.c
		ai_chance = {
			base = 10
		}
		add_political_power = -50
	}
}
### Entity: Character
Component: FIJ_apolosi_nawai
Source: game
File: common/characters/FIJ.txt

Code:
FIJ_apolosi_nawai = {
	name = FIJ_apolosi_nawai
	portraits = {
		civilian = {
			large = gfx/leaders/FIJ/r56_portrait_FIJ_Apolosi_Nawai.dds
			small = GFX_kr_portrait_south_america_generic_land_8_small
		}
	}
	country_leader = {
		ideology = ultranationalism
		traits = {
			incognito FIJ_fake_king supreme_representative_of_god_on_earth
		}
		expire = 1946.6.30
		id = -1
	}
}
### Entity: Idea
Component: AST_cabinet_trust_state_5_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_cabinet_trust_state_5_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_cabinet_trust5_idea
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.1
		war_support_factor = -0.05
	}
}
### Entity: Character
Component: royal_navy
Source: game
File: common/country_leader/r56_traits.txt

Code:
royal_navy = {
	random = no
	sprite = 9
	naval_speed_factor = 0.1
	navy_max_range_factor = 0.15
	industrial_capacity_dockyard = 0.05
	experience_gain_navy = 0.09
	political_power_factor = -0.05
	command_cap_increase = 20
}
### Entity: Modifier Reference
Component: AST_australia_first_spirit
Constructs: war_support_factor, fascism_drift
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_australia_first_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AST_australia_first
	fascism_drift = AST_australia_first_fascism_drift
	war_support_factor = AST_australia_first_war_support_factor
	operative_slot = AST_australia_first_operative_slot
}
### Entity: Event
Component: siam.19
Constructs: is_triggered_only, ai_chance, has_war, limit, has_country_flag, is_major, fire_only_once, is_debug
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.19
	title = siam.19.t
	desc = siam.19.desc
	picture = GFX_report_event_generic_army
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = siam.19.a
		ai_chance = {
			base = 1
			modifier = {
				SIA = {
					has_country_flag = event_siam_19_debug
				}
				is_debug = yes
				add = 10000
			} {
				is_in_faction = no
				add = 1.25
			} {
				any_enemy_country = {
					is_major = yes
				}
				add = 1.25
			} {
				tag = VIC
				is_in_faction = no
				add = 1.25
			} {
				SIA = {
					fighting_army_strength_ratio = {
						tag = PREV
						ratio = > 0.3
					}
				}
				add = 2.5
			} {
				SIA = {
					is_in_faction = yes
				}
				add = 1.5
			} {
				SIA = {
					is_ai = no
					has_country_flag = event_19_bad_luck_protection
				}
				add = 2
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_variable = SIA_demand_the_return_of_lost_territory_subject
				}
				every_state = {
					limit = {
						is_in_array = {
							array = var:SIA_demand_the_return_of_lost_territory_subject.SIA_demand_the_return_of_lost_territory_states
							value = THIS
						}
						is_controlled_by = var:SIA_demand_the_return_of_lost_territory_subject
					}
					transfer_state_to = SIA
				}
			}
			every_state = {
				limit = {
					is_in_array = {
						array = ROOT.SIA_demand_the_return_of_lost_territory_states
						value = THIS
					}
					is_controlled_by = ROOT
				}
				transfer_state_to = SIA
			}
		}
		if = {
			limit = {
				has_variable = SIA_demand_the_return_of_lost_territory_subject
			}
			var:SIA_demand_the_return_of_lost_territory_subject = {
				country_event = {
					id = siam.19
					hours = 2
				}
			}
			clear_variable = SIA_demand_the_return_of_lost_territory_subject
		}
		else = {
			SIA = {
				country_event = {
					id = siam.20
					hours = 2
				}
			}
		}
		for_each_scope_loop = {
			array = SIA_demand_the_return_of_lost_territory_states
			if = {
				limit = {
					ROOT = {
						controls_state = PREV
					}
				}
			}
			transfer_state_to = SIA
		}
	} {
		name = siam.19.b
		ai_chance = {
			base = 1.75
			modifier = {
				is_subject_of = SIA
				factor = 0
			} {
				has_war = no
				factor = 1.75
			} {
				has_opinion = {
					target = SIA
					value = < 50
				}
				factor = 1.5
			}
		}
		if = {
			limit = {
				has_variable = SIA_demand_the_return_of_lost_territory_subject
			}
			SIA =
# ... (truncated)
### Entity: Military Industrial Organization
Component: PHI_manila_arsenal_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_PHI_organization.txt

Code:
PHI_manila_arsenal_organization = {
	name = Manila Arsenal
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = PHI
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Idea
Component: CHI_ineffective_bureaucracy
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/china.txt

Code:
CHI_ineffective_bureaucracy = {
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.35
	}
}
### Entity: State History
Component: 880
Constructs: add_core_of
Source: game
File: history/states/880-Gangwon.txt

Code:
state = {
	id = 880
	name = Gangwon
	provinces = {
		1148 4004 7021 11912 11958 12011
	}
	history = {
		owner = KOR
		buildings = {
			infrastructure = 2
			arms_factory = 1
			11958 = {
				bunker = 2
			}
			4004 = {
				bunker = 2
			}
		}
		add_core_of = KOR KPA
	}
	manpower = 1850000
	state_category = rural
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_invite_platine_countries
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, is_in_faction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_invite_platine_countries
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = bra_mercosul_militar_focus
	}
	relative_position_id = bra_mercosul_militar_focus
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ARG
		} {
			has_war_with = PAR
		} {
			has_war_with = URG
		}
	}
	bypass = {
		OR = {
			AND = {
				is_in_faction_with = ARG PAR URG
			} {
				NOT = {
					country_exists = ARG
				} {
					country_exists = PAR
				} {
					country_exists = URG
				}
			}
		}
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = invite_non_fascist_communist_only_TT
		if = {
			limit = {
				ARG = {
					NOT = {
						has_government = communism fascism
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
			}
			ARG = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				PAR = {
					NOT = {
						has_government = communism fascism
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
			}
			PAR = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				URG = {
					NOT = {
						has_government = communism fascism
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
			}
			URG = {
				country_event = {
					id = generic.5
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}