Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_prioritize_the_joffre
Constructs: prerequisite, limit, completion_reward, set_technology, has_dlc, create_equipment_variant, add_equipment_production
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_prioritize_the_joffre
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = FRA_carrier_focus
	}
	x = 0
	y = 2
	relative_position_id = FRA_carrier_focus
	cost = 10
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			set_technology = {
				basic_ship_hull_carrier = 1
			}
			custom_effect_tooltip = FRA_prioritize_the_joffre_tt
			hidden_effect = {
				create_equipment_variant = {
					name = Joffre Class
					type = ship_hull_carrier_1
					name_group = FRA_CV_HISTORICAL
					parent_version = 0
					modules = {
						fixed_ship_deck_slot_1 = ship_deck_space
						fixed_ship_deck_slot_2 = ship_deck_space
						fixed_ship_anti_air_slot = ship_anti_air_1
						fixed_ship_radar_slot = empty
						fixed_ship_engine_slot = carrier_ship_engine_2
						fixed_ship_secondaries_slot = dp_ship_secondaries_2
						front_1_custom_slot = empty
					}
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_carrier_1
						creator = FRA
						version_name = Joffre Class
					}
					requested_factories = 1
					progress = 0.4
					amount = 1
				}
			}
		}
		else = {
			add_equipment_production = {
				equipment = {
					type = carrier_2
					creator = FRA
				}
				requested_factories = 1
				progress = 0.4
				amount = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_naval_base_invasion_STRATEGIES
Constructs: limit, set_temp_variable, clear_temp_array, check_variable, is_coastal, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_naval_base_invasion_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_naval_base_invasion_STRATEGIES = 0
	}
	clear_temp_array = _target_states_ _target_provinces_
	if = {
		limit = {
			OR = {
				tag = USA GER JAP
			}
			check_variable = {
				EAI_MILITARY_INVASION_states^num = > 0
			}
		}
		for_each_scope_loop = {
			array = EAI_MILITARY_INVASION_states
			if = {
				limit = {
					is_coastal = yes
				}
				for_each_loop = {
					array = global.EAI_MAP_state_province_ids@THIS
					index = i
					value = _project_province_id
					if = {
						limit = {
							set_temp_variable = {
								_get_province_type_id = _project_province_id
							}
							EAI_PC_province_is_naval_base = yes
							var:global.province_controllers^_project_province_id = {
								ROOT = {
									EAI_PREV_on_same_side_with_THIS = yes
								}
							}
						}
						add_to_temp_array = {
							_target_states_ = THIS.id
						} {
							_target_provinces_ = _project_province_id
						}
					}
				}
			}
		}
		set_temp_variable = {
			_project_target_level = 8
		} {
			_project_build_for_ally = 1
		} {
			EAI_PC_naval_base_invasion_STRATEGIES = 1
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_government_of_national_defense
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction, cancel_if_invalid, is_puppet
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_government_of_national_defense
	icon = GFX_focus_chi_united_front
	prerequisite = {
		focus = PRC_prepare_for_war_with_japan
	}
	x = 0
	y = 1
	relative_position_id = PRC_prepare_for_war_with_japan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = CHI
		}
		is_subject = no
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				event_target:WTT_current_china_leader = {
					is_puppet = no
					exists = yes
				}
			}
			event_target:WTT_current_china_leader = {
				country_event = wtt_prc.1
			}
		}
		else = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_government_of_national_defense
		}
	}
}
### Entity: Event
Component: NSB_poland_monarchist_events.3
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_cosmetic_tag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_monarchist_events.3
	title = NSB_poland_monarchist_events.3.t
	desc = NSB_poland_monarchist_events.3.desc
	picture = GFX_report_event_generic_peaceful_annexation
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_monarchist_events.3.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			if = {
				limit = {
					original_tag = LIT
				}
				set_cosmetic_tag = LIT_MONARCHY
			} {
				limit = {
					original_tag = ROM
				}
				set_cosmetic_tag = ROM_polish_loyalists
			}
		}
	}
}
### Entity: Special Project
Component: sp_rockets_generic_avionics_advancements_reward
Constructs: fire_only_once
Source: game
File: common/special_projects/prototype_rewards/generic_rocket_prototype_rewards.txt

Code:
sp_rockets_generic_avionics_advancements_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
	}
	option = {
		token = sp_rockets_generic_avionics_advancements_reward_option
		iteration_output = {
			country_effects = {
				air_experience = 25
			}
		}
	}
}
### Entity: Character
Component: BUL_dimitrana_ivanova
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_dimitrana_ivanova = {
	name = BUL_dimitrana_ivanova
	portraits = {
		army = {
			small = GFX_idea_bul_dimitrana_ivanova
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = BUL_dimitrana_ivanova
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			OR = {
				has_completed_focus = BUL_limited_womens_suffrage BUL_full_voting_rights_for_women
			}
		}
		traits = {
			womens_rights_activist
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 2.0
				OR = {
					BUL_is_democratic_socialist_ai = yes
					BUL_is_democratic_liberal_ai = yes
				}
			} {
				factor = 2
				OR = {
					BUL_is_monarchist_ferdinand_ai = yes
					BUL_is_historical_ai = yes
				}
				NOT = {
					has_completed_focus = BUL_illusions_of_a_non_partisan_system
				}
				democratic = < 0.2
			} {
				factor = 0.0
				BUL_is_monarchist_ferdinand_ai = yes
				has_completed_focus = BUL_illusions_of_a_non_partisan_system
			}
		}
	}
}
### Entity: Event
Component: axis_minors_slovakia.2
Constructs: is_triggered_only, limit, add_war_support, add_political_power, is_border_conflict, set_border_war, add_manpower
Source: game
File: events/r56_slovakia.txt

Code:
country_event = {
	id = axis_minors_slovakia.2
	title = axis_minors_slovakia.2.t
	desc = axis_minors_slovakia.2.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	trigger = {
		tag = SLO
	}
	immediate = {
		hidden_effect = {
			73 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
			664 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
			71 = {
				if = {
					limit = {
						is_border_conflict = yes
					}
					set_border_war = no
				}
			}
		}
	}
	option = {
		name = axis_minors_slovakia.2.a
		add_political_power = -50
		71 = {
			add_manpower = -2200
		}
		add_manpower = -34
		add_war_support = -0.05
		army_experience = 10
		air_experience = 1
		HUN = {
			country_event = {
				id = axis_minors_slovakia.3
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWI_mr_max_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_max_increase = {
	add_to_variable = {
		var = SWI_military_readiness
		value = SWI_mr_max_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Event
Component: poland_border_conflict.5
Constructs: is_triggered_only
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = poland_border_conflict.5
	title = poland_border_conflict.5.t
	desc = poland_border_conflict.5.desc
	picture = GFX_report_event_polish_intervention_reversal
	is_triggered_only = yes
	option = {
		name = poland_border_conflict.5.a
	}
}
### Entity: Idea
Component: EAI_DD_7/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_industrial_development
Constructs: prerequisite, limit, completion_reward, add_timed_idea, add_extra_state_shared_building_slots, add_building_construction, random_owned_state, is_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_industrial_development
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = FIN_enhance_southern_infrastructure
	}
	x = 0
	y = 1
	relative_position_id = FIN_enhance_southern_infrastructure
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = FIN_infrastructure_effort
			days = 730
		}
		if = {
			limit = {
				controls_state = 111
			}
			111 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 926
			}
			926 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				prioritize = {
					928
				}
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			random_owned_state = {
				prioritize = {
					149
				}
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: generic_naval_blockade
Source: game
File: common/ai_navy/goals/goals_generic.txt

Code:
generic_naval_blockade = {
	objective_type = naval_blockade
	blocked_for = {
		JAP
	}
	min_priority = 10
	max_priority = 20
}
### Entity: Event
Component: sweden_nap.12
Constructs: is_triggered_only
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_nap.12
	title = sweden_nap.12.t
	desc = sweden_nap.12.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = sweden_nap.12.a
	}
}
### Entity: National Focus
Component: wuw_HUN_absolute_rule_of_the_national_unity_party
Constructs: prerequisite, add_stability, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_absolute_rule_of_the_national_unity_party
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = wuw_HUN_restrict_voting_rights
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_restrict_voting_rights
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_7
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_7 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes_plato_alexander
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		research_speed_factor = 0.05
		command_power_gain_mult = 0.05
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_contenders_on_the_world_stage
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_contenders_on_the_world_stage
	prerequisite = {
		focus = POR_modernize_our_infantry
	}
	icon = GFX_goal_POR_coa_army
	cost = 15
	ai_will_do = {
		base = 32
	}
	x = 0
	y = 2
	relative_position_id = POR_modernize_our_infantry
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = POR_lackluster_armed_forces
			}
			add_tech_bonus = {
				name = POR_contenders_on_the_world_stage
				ahead_reduction = 2
				bonus = 2
				uses = 2
				category = infantry_weapons artillery
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			swap_ideas = {
				remove_idea = POR_lackluster_armed_forces
				add_idea = POR_slowly_modernizing_armed_forces
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = POR_a_bastion_of_combined_arms_warfare
				}
			}
			custom_effect_tooltip = POR_due_to_a_bastion_of_combined_arms_warfare_not_being_completed_tt CHL_skip_one_line_tt
			add_ideas = POR_contenders_on_the_world_stage
		}
		else_if = {
			limit = {
				has_idea = POR_slowly_modernizing_armed_forces
			}
			add_tech_bonus = {
				name = POR_contenders_on_the_world_stage
				ahead_reduction = 2
				bonus = 2
				uses = 2
				category = infantry_weapons artillery
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			remove_ideas = POR_slowly_modernizing_armed_forces
			add_timed_idea = {
				idea = POR_towards_a_modern_european_army
				days = 365
			}
		}
		else = {
			army_experience = 40
			add_command_power = 20
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_tech_bonus = {
				name = POR_contenders_on_the_world_stage
				ahead_reduction = 2
				bonus = 2
				uses = 2
				category = infantry_weapons artillery
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: HUN_hungarian_national_defense_association_horthyist_turan_hunters
Constructs: war_support_factor, has_government, conscription_factor, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_national_defense_association_horthyist_turan_hunters = {
	name = HUN_hungarian_national_defense_association
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	picture = HUN_wuw_HUN_hungarian_national_defense_association
	modifier = {
		political_power_factor = -0.1
		conscription_factor = 0.15
		war_support_factor = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.15
		fascism_drift = 0.02
	}
}
### Entity: Character
Component: SOV_ivan_smirnov
Constructs: has_completed_focus, limit, has_government, has_character_flag, has_global_flag, is_country_leader
Source: game
File: common/characters/SOV.txt

Code:
SOV_ivan_smirnov = {
	name = SOV_ivan_smirnov
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_ivan_smirnov
		}
		army = {
			small = GFX_idea_SOV_ivan_smirnov_imprisoned
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_ivan_smirnov
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				has_global_flag = SOV_soviet_civil_war SOV_soviet_civil_war_over
			} {
				has_completed_focus = SOV_integrate_smirnovs_bloc SOV_return_democracy_to_the_party
			}
			is_country_leader = no
			if = {
				limit = {
					has_character_flag = SOV_imprisoned_flag
				}
				NOT = {
					has_character_flag = SOV_imprisoned_flag
				}
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			head_directorate_of_new_buildings
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_italian_destroyers
Constructs: prerequisite, has_war_with, completion_reward, has_opinion, set_country_flag
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_italian_destroyers
	icon = GFX_focus_SWE_italian_destroyers
	x = 4
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_gotaverken
	}
	relative_position_id = SWE_gotaverken
	ai_will_do = {
		factor = 10
	}
	available = {
		ITA = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = SWE
				value = > 10
			}
		}
	}
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		country_event = {
			id = AAT_Sweden_flashpoints.70
			hours = 1
		}
		custom_effect_tooltip = SWE_italian_ships_tt SWE_italian_ships_tt_2 ETH_purchase_obsolete_ships_tt
		effect_tooltip = {
			SWE_psilander_fleet_creation = yes
		}
		set_country_flag = generic_purchase_old_ships_flag
	}
}
### Entity: Country History
Country: BRA
Component: BRA_army
Source: game
File: history/countries/BRA - Brazil.txt

Code:
# OOB & Army Setup for BRA
oob = BRA_1936
### Entity: Idea
Component: AST_cockatoo_docks_organization_idea
Constructs: has_dlc, refit_speed
Source: game
File: common/ideas/australia.txt

Code:
AST_cockatoo_docks_organization_idea = {
	name = AST_cockatoo_docks_organization
	picture = Cockatoo_doe
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	modifier = {
		naval_accidents_chance = -0.15
		repair_speed_factor = 0.1
		refit_ic_cost = -0.1
		refit_speed = 0.1
	} {

	}
	traits = {
		repair_and_refurbishment_plant
	}
}
### Entity: Scripted Trigger
Component: r56_is_state_rename_exception
Constructs: has_completed_focus, has_country_flag, has_idea, has_cosmetic_tag
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
r56_is_state_rename_exception = {
	OR = {
		state = 436 437 438 442 429 288 640 430 195 217 227 228 247 250 251 252 400 653 742 829 463 797 341 339 340 347 805 940 719 275 320 763 119 123 386 361 359 358 378 274 295 718
		owner = {
			has_idea = TAH_mangoes
		} {
			has_completed_focus = PHI_invite_francisco
		} {
			has_cosmetic_tag = MON_GREATER
		} {
			OR = {
				has_cosmetic_tag = BYZ_UNIFIED
				has_country_flag = GRE_byz_unified_flag
			}
		} {
			has_country_flag = achivement_falklands_renamed
		}
	}
}
### Entity: Character
Component: SOV_konstantin_vershinin
Source: game
File: common/characters/SOV.txt

Code:
SOV_konstantin_vershinin = {
	name = SOV_konstantin_vershinin
	portraits = {
		army = {
			small = GFX_idea_konstantin_vershinin
		}
	}
	advisor = {
		slot = air_chief
		idea_token = konstantin_vershinin
		allowed = {
			original_tag = SOV
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Scripted Trigger
Component: USA_homeland_threatened
Constructs: has_war
Source: game
File: common/scripted_triggers/USA_scripted_triggers.txt

Code:
USA_homeland_threatened = {
	has_war = yes
	OR = {
		USA_pacific_foothold_threatened = yes
		USA_atlantic_foothold_threatened = yes
		USA_strategic_shield_cracked = yes
	}
}
### Entity: Trigger Reference
Construct: is_licensing_any_to
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_licensing_any_to

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Current country is licensing something to target country
Example: is_licensing_any_to = ENG
```
### Entity: National Focus
Tree: chi_focus
Component: CHI_defensive_posture
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_defensive_posture
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = CHI_personal_leadership
	}
	mutually_exclusive = {
		focus = CHI_provoke_border_clashes
	}
	x = 1
	y = 1
	relative_position_id = CHI_personal_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_defensive_posture
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_enforce_atheism
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_enforce_atheism
	icon = GFX_goal_CRO_muslims_excluded
	x = -1
	y = 2
	prerequisite = {
		focus = ADU_tip_the_balance_of_power
	}
	mutually_exclusive = {
		focus = ADU_marxist_pan_islamism
	}
	relative_position_id = ADU_tip_the_balance_of_power
	cost = 10
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = MEX_church_power_1
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_GER
Source: game
File: common/ai_focuses/GER.txt

Code:
ai_focus_naval_air_GER = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Idea
Component: KMT_baihua_stage_3_finished_effect
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_3_finished_effect = {
	removal_cost = -1
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		drift_defence_factor = 0.2
		foreign_subversive_activites = -0.05
	}
}
### Entity: Order of Battle
Component: LI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = LI Brigada Internacionales
	location = 3744
	division_template = Brigada Internacionales
}
### Entity: Scripted Effect
Component: SIA_calc_dem_cw
Constructs: set_variable, add_to_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_calc_dem_cw = {
	set_variable = {
		SIA_dem_event_count_cw_scale = 0.75
	} {
		SIA_dem_party_popularity_cw_scale = party_popularity@democratic
	}
	multiply_variable = {
		SIA_dem_event_count_cw_scale = SIA_dem_event_count
	} {
		SIA_dem_party_popularity_cw_scale = 0.25
	}
	add_to_variable = {
		SIA_dem_event_count_cw_scale = SIA_dem_party_popularity_cw_scale
	}
}
### Entity: Effect Reference
Construct: set_leader_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_leader_name

* Supported Scopes: CHARACTER
* Supported Targets: any

```
changes the name of unit leader. no tooltip is generated
set_leader_name = "James Boned"

```
### Entity: Event
Component: SEA_japan_popup_events.7
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.7
	title = SEA_japan_popup_events.7.t
	desc = SEA_japan_popup_events.7.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.7.a
		custom_effect_tooltip = JAP_yasuhito_takes_up_the_throne_tt
		hidden_effect = {
			set_country_flag = JAP_hirohito_has_been_killed_flag JAP_yasuhito_is_the_current_regent_or_emperor_flag
			mark_focus_tree_layout_dirty = yes
		}
	}
}