Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hol_focus
Component: HOL_fortress_holland
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_fortress_holland
	available = {
		threat = > 0.15
		has_full_control_of_state = 7 35
	}
	prerequisite = {
		focus = HOL_germany_is_the_greater_threat
	}
	icon = GFX_goal_generic_fortify_city
	x = 0
	y = 1
	relative_position_id = HOL_germany_is_the_greater_threat
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		7 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 3314
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 9498
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 391
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
		35 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 11456
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: POL_Falangist_Influence
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Falangist_Influence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascist_army
	modifier = {
		fascism_drift = 0.05
	}
}
### Entity: Event
Component: wuw_GER_german_politics.01
Constructs: is_triggered_only, ai_chance, fire_only_once, set_politics, add_country_leader_role, set_cosmetic_tag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_german_politics.01
	title = wuw_GER_german_politics.01.t
	desc = wuw_GER_german_politics.01.desc
	picture = GFX_report_event_election_vote
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = wuw_GER_german_politics.01.a
		ai_chance = {
			base = 10
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		effect_tooltip = {
			add_country_leader_role = {
				character = GER_konrad_adenauer
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1
					traits = {
						GER_traditionalist
					}
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = GER_german_monarchy_conservative
		}
	} {
		name = wuw_GER_german_politics.01.b
		ai_chance = {
			base = 5
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1933.3.5
			election_frequency = 48
			long_name = GER_democratic_socialist_party_long
			name = GER_democratic_socialist_party
		}
		GER_hans_vogel = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = socialism
					expire = 1965.1.1
					traits = {
						GER_staunch_social_democrat
					}
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = GER_german_monarchy_democratic
		}
	}
}
### Entity: Idea
Component: EST_veteran_training_1
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/estonia.txt

Code:
EST_veteran_training_1 = {
	picture = EST_republican_defence_league
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.25
		mobilization_speed = 0.1
		experience_gain_army_factor = 0.1
	}
}
### Entity: AI Strategy
Component: SOV_lets_prep_for_more_advanced_heavy_tanks
Constructs: has_tech
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_lets_prep_for_more_advanced_heavy_tanks = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1937.1.1
		OR = {
			has_tech = basic_medium_tank basic_medium_tank_chassis
		}
	}
	abort = {
		OR = {
			has_tech = basic_heavy_tank_chassis basic_heavy_tank
		}
	}
	ai_strategy = {
		type = research_weight_factor
		id = basic_heavy_tank_chassis
		value = 200
	} {
		type = research_weight_factor
		id = basic_heavy_tank
		value = 200
	}
}
### Entity: Idea
Component: VIN_expand_the_workers_class
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_expand_the_workers_class = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		industrial_capacity_factory = 0.1
		production_speed_industrial_complex_factor = 0.15
	}
}
### Entity: Event
Component: wuw_HUN_news_events.3
Constructs: is_triggered_only
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.3
	title = wuw_HUN_news_events.3.t
	desc = wuw_HUN_news_events.3.desc
	picture = GFX_news_event_royal_visit
	is_triggered_only = yes
	major = yes
	option = {
		name = wuw_HUN_news_events.3.a
		trigger = {
			NOT = {
				OR = {
					TAG = HUN GER
				}
			}
		}
	} {
		name = wuw_HUN_news_events.3.b
		trigger = {
			original_tag = HUN
		}
	} {
		name = wuw_HUN_news_events.3.c
		trigger = {
			original_tag = GER
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_communist_administrators
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_communist_administrators
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = CHI_sea_land_value_tax
	}
	x = 1
	y = 2
	relative_position_id = CHI_sea_land_redistribution
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		has_idea = CHI_ineffective_bureaucracy_warlord
	}
	bypass = {
		NOT = {
			has_idea = CHI_ineffective_bureaucracy_warlord
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = CHI_ineffective_bureaucracy_warlord
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_invest_in_naval_infrastructure
Constructs: has_completed_focus, prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_invest_in_naval_infrastructure
	available = {
		has_completed_focus = SPA_unify_the_nationalist_front
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_expand_spanish_bases SPA_dictator_for_life SPA_restore_the_monarchy
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = -3
	y = 2
	relative_position_id = SPA_dictator_for_life
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_invest_in_naval_infrastructure_3DY
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			set_state_flag = SPA_invest_in_naval_infrastructure_3DY
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_soviet_technological_cooperation
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_subject, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_soviet_technological_cooperation
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = PRC_embrace_stalinism
	}
	x = 0
	y = 1
	relative_position_id = PRC_embrace_stalinism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		SOV = {
			exists = no
			is_subject = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = {
				id = SEA_PRC_request_aid.9
				days = 1
			}
			custom_effect_tooltip = needs_approval
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt
		effect_tooltip = {
			add_tech_bonus = {
				name = PRC_soviet_technological_cooperation
				bonus = 0.75
				uses = 2
				category = electronics
			}
			add_opinion_modifier = {
				target = SOV
				modifier = PRC_soviet_technological_cooperation_opinion
			}
			SOV = {
				add_tech_bonus = {
					name = PRC_soviet_technological_cooperation
					bonus = 0.75
					uses = 2
					category = electronics
				}
				add_opinion_modifier = {
					target = FROM
					modifier = PRC_soviet_technological_cooperation_opinion
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_command_post_goma
Constructs: prerequisite, limit, completion_reward, has_global_flag, is_owned_and_controlled_by, is_core_of, every_state, add_dynamic_modifier
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_command_post_goma
	icon = GFX_goal_fortify_the_westwall
	x = 0
	y = 2
	prerequisite = {
		focus = COG_brown_water_navy
	}
	relative_position_id = COG_brown_water_navy
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
		718 = {
			is_owned_and_controlled_by = ROOT
			is_core_of = ROOT
		}
		538 = {
			is_owned_and_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 718 538
				}
			}
			add_dynamic_modifier = {
				modifier = idea_COG_river_navy
			}
		}
	}
}
### Entity: Unit Template
Component: BRENGL_MOT_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_MOT_01 = {
	name = Motorised Division
	for_countries = {
		BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		BRENGL_INF_01
	}
	fallback_name = %dth Motorised Division
	ordered = {
		1 = {
			%dst Motorised Division
		}
		2 = {
			%dnd Motorised Division
		}
		3 = {
			%drd Motorised Division
		}
		4 = {
			%dth Motorised Division
		}
		5 = {
			%dth Motorised Division
		}
		6 = {
			%dth Motorised Division
		}
		7 = {
			%dth Motorised Division
		}
		8 = {
			%dth Motorised Division
		}
		9 = {
			%dth Motorised Division
		}
		10 = {
			%dth Motorised Division
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_to_the_suez
Constructs: prerequisite, completion_reward, is_ally_with, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_to_the_suez
	icon = GFX_goal_generic_attack_egypt
	prerequisite = {
		focus = ISR_seize_lebanon
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		OR = {
			controls_state = 854
			854 = {
				owner = {
					is_ally_with = ISR
				}
			}
		} {
			controls_state = 855
			855 = {
				owner = {
					is_ally_with = ISR
				}
			}
		}
	}
	available = {

	}
	relative_position_id = ISR_seize_lebanon
	will_lead_to_war_with = EGY
	completion_reward = {
		create_wargoal = {
			target = 453
			 = .owner
			type = take_claimed_state
			generator = {
				453
			}
		}
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/mtg_opinion_modifiers.txt

Code:
opinion_modifiers = {
	falangist_veterans_opinion = {
		value = 50
	}
	loyalist_spanish_government_support_opinion = {
		value = 50
	}
	aztec_eagles_opinion = {
		value = 25
	}
	anglo_mexican_diplomacy = {
		value = 35
	}
	german_mexican_diplomacy = {
		value = 35
	}
	russo_mexican_diplomacy = {
		value = 35
	}
	american_mexican_diplomacy = {
		value = 35
	}
	mexico_extradited_trotsky = {
		value = 35
	}
	mexico_communist_menace = {
		value = -35
	}
	mexico_snubbed_stalin = {
		value = 35
	}
	mexico_trotskyite_wreckers = {
		value = -35
	}
	mexico_german_resource_exchange = {
		value = 50
		trade = yes
	}
	USA_extend_the_chinese_exclusion_acts = {
		value = -150
	}
	USA_work_with_the_bund = {
		value = 35
	}
	panay_inc_opinion_modifier = {
		value = -30
		months = 120
		decay = 0.125
	}
	panay_inc2_opinion_modifier = {
		value = -15
		months = 60
		decay = 0.125
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_bring_the_war_home
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_bring_the_war_home
	icon = GFX_focus_SWE_marauder_bombers
	prerequisite = {
		focus = CHI_rocaf
	}
	x = -2
	y = 1
	relative_position_id = CHI_rocaf
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		has_war_with = JAP
	}
	bypass = {

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

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_ROCAF_tt generic_skip_one_line_tt CHI_bring_the_war_home_tt
		add_to_variable = {
			CHI_ROCAF_air_range_factor = 0.05
			tooltip = air_range_factor_tt
		}
	}
}
### Entity: Idea
Component: SPA_crusade_against_democracy_4
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_4 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.05
		army_morale_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: AI Strategy
Component: BUL_we_dont_want_to_fight_sov
Constructs: has_completed_focus, has_dlc, declare_war
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_we_dont_want_to_fight_sov = {
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		has_completed_focus = BUL_power_to_the_tsar
	}
	abort = {
		OR = {
			has_completed_focus = BUL_the_eastern_front
			date = > 1945.01.01
		}
	}
	ai_strategy = {
		type = dont_join_wars_with
		id = GER
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = ITA
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = TUR
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = ROM
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = GRE
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = YUG
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = HUN
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = SLO
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = CZE
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = JAP
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = FRA
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = AUS
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = ENG
		target_country = SOV
		value = 99999
	} {
		type = dont_join_wars_with
		id = FIN
		target_country = SOV
		value = 99999
	} {
		type = declare_war
		id = SOV
		value = -2000
	}
}
### Entity: Order of Battle
Component: 6a Divisione CC.NN. 'Tevere'
Constructs: division_template
Source: game
File: history/units/ITA_1936.txt

Code:
division = {
	name = 6a Divisione CC.NN. 'Tevere'
	location = 2063
	division_template = Camicie Nere
	start_experience_factor = 0.15
}
### Entity: Event
Component: AAT_finland_political.06
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.06
	title = AAT_finland_political.01.t
	desc = AAT_finland_political.06.desc
	picture = GFX_report_event_FIN_risto_ryti_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_political.06.a
		FIN_paasikivi_becomes_country_leader = yes
	}
}
### Entity: Idea
Component: idea_PAR_jose_felix_estigarribia
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_jose_felix_estigarribia = {
	picture = generic_intel_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = 0.15
		max_planning = 0.1
		supply_consumption_factor = -0.1
		neutrality_drift = 0.01
	}
}
### Entity: AI Strategy
Component: BRA_stalinist_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BRA_alternate_strategy_plan.txt

Code:
BRA_stalinist_plan = {
	name = Brazilian Communist Plan - Stalinism
	desc = 
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_STALINIST
			has_game_rule = {
				rule = BRA_AI_BEHAVIOR
				option = BRA_COMMUNIST_STALINISM
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BRA_prepare_for_second_intentona BRA_radicalize_the_proletariat BRA_infilitrate_the_military BRA_free_prestes BRA_seek_soviet_support BRA_launch_the_revolution BRA_align_with_moscow BRA_soviet_economic_aid BRA_tech_slot_3 BRA_coffee_crisis_aftermath BRA_nationalization_of_industry BRA_radio_nacional BRA_companhia_siderurgica_nacional BRA_collectivization_of_agriculture BRA_national_petroleum_council BRA_batalha_do_borracha BRA_collectivization_of_transport BRA_rapid_industrialization BRA_stimulate_the_civilian_economy BRA_domestic_arms_industry SMB_army SMB_military_facilities SMB_regular_infantry SMB_air_force SMB_construct_air_bases SMB_purchase_aircraft SMB_establish_aircraft_industry SMB_navy SMB_construct_naval_bases SMB_purchase_destroyers_and_subs SMB_expand_repair_yards SMB_enlarge_naval_facilities BRA_purchase_soviet_equipment BRA_desenvolvimentismo BRA_allow_the_church_to_operate BRA_equality_for_women BRA_soviet_arms_industry BRA_spread_the_revolution BRA_join_the_comintern
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AST_canberra_air_disaster_events.6
Constructs: is_triggered_only, ai_chance, has_government, add_threat, create_wargoal
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_canberra_air_disaster_events.6
	title = AST_canberra_air_disaster_events.6.t
	desc = AST_canberra_air_disaster_events.6.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_canberra_air_disaster_events.6.a
		ai_chance = {
			base = 1
			modifier = {
				has_government = democratic
				add = 3
			}
		}
	} {
		name = AST_canberra_air_disaster_events.6.b
		ai_chance = {
			base = 1
		}
		add_threat = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = topple_government
			target = JAP
		}
	}
}
### Entity: Scripted Effect
Component: GRE_default_on_french_debt_effect
Constructs: add_opinion_modifier, set_temp_variable, add_to_variable, set_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_default_on_french_debt_effect = {
	custom_effect_tooltip = GRE_default_on_french_debt_effect_tt
	hidden_effect = {
		set_temp_variable = {
			a = GRE_debt_to_the_ifc_france_var
		}
		add_to_variable = {
			GRE_debt_to_the_ifc_paid_var = a
		}
		set_variable = {
			var = GRE_debt_to_the_ifc_france_var
			value = 0
		}
		GRE_debt_check_effect = yes
		FRA = {
			add_opinion_modifier = {
				target = GRE
				modifier = GRE_reneged_on_debt
			}
		}
	}
}
### Entity: Idea
Component: CAN_degauss_ship_hulls
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/canada.txt

Code:
CAN_degauss_ship_hulls = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_degauss_ship_hulls
	equipment_bonus = {
		ship_hull_light = {
			instant = yes
			sub_detection = 0.1
		}
		ship_hull_cruiser = {
			instant = yes
			sub_detection = 0.1
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_minzu_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_minzu_focus
	icon = GFX_focus_generic_china1
	prerequisite = {
		focus = CHI_continue_the_ding_xian_experiment
	}
	x = 0
	y = 1
	relative_position_id = CHI_continue_the_ding_xian_experiment
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_three_princpals_w_d_idea CHI_three_princpals_w_idea CHI_three_princpals_d_idea
				}
			}
			add_ideas = CHI_three_princpals_n_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = CHI_three_princpals_d_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_d_idea
				add_idea = CHI_three_princpals_n_d_idea
			}
		} {
			limit = {
				has_idea = CHI_three_princpals_w_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_w_idea
				add_idea = CHI_three_princpals_w_n_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = CHI_three_princpals_w_d_idea
				add_idea = CHI_three_princpals_w_n_d_idea
			}
		}
	}
}
### Entity: Idea
Component: MEN_fuel_for_the_war_machine_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_fuel_for_the_war_machine_idea = {
	removal_cost = -1
	picture = immigration_jap
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		consumer_goods_factor = -0.1
		local_resources_factor = 0.05
		trade_laws_cost_factor = -0.25
		autonomy_gain_trade_factor = -0.1
		license_production_speed = 0.05
	}
	targeted_modifier = {
		tag = JAP
		extra_trade_to_target_factor = 0.25
	}
}
### Entity: Idea
Component: idea_RAJ_specialized_dietary_requirement
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_specialized_dietary_requirement = {
	name = RAJ_specialized_dietary_requirement
	allowed = {
		original_tag = RAJ
	}
	picture = SWE_hodgepodge_of_equipment
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		army_org_regain = 0.1
		army_org_factor = 0.04
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Receive_refugees_from_the_Spanish_civil_war
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Receive_refugees_from_the_Spanish_civil_war
	prerequisite = {
		focus = PRU_militarize_the_homeland
	}
	icon = GFX_focus_ARG_invite_spanish_nationalists
	relative_position_id = PRU_look_to_the_past
	x = 0
	y = 11
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = PRU_spanish_immigration
			days = 730
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: USA_worker_management_act
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_worker_management_act = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
	}
}