Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: PRC_jap_advisors
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_jap_advisors = {
	removal_cost = -1
	picture = warrior_traditions_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		naval_doctrine_cost_factor = -0.03
		land_doctrine_cost_factor = -0.03
		air_doctrine_cost_factor = -0.03
		army_org_factor = 0.05
		org_loss_when_moving = -0.05
	}
}
### Entity: Idea
Component: NOR_haakon
Constructs: has_government, has_cosmetic_tag, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_haakon = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			NOT = {
				has_government = communism
			}
			has_cosmetic_tag = NOR_kingdom
		}
	}
	removal_cost = -1
	modifier = {

	}
	traits = {
		popular_figurehead
	}
}
### Entity: Scripted Trigger
Component: SOV_has_ship_merged_3_black_sea
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_ship_merged_3_black_sea = {
	OR = {
		has_country_flag = SOV_merge_ship_black_sea_shipyard_3_flag SOV_merge_ship_sevastopol_marine_plant_3_flag
	}
}
### Entity: Idea
Component: COG_forminiere
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_forminiere = {
	picture = COG_forminiere
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = CONGO_forminiere
	}
	visible = {

	}
	research_bonus = {

	}
	traits = {
		diamond_extraction_company
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: MAN_dem_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_alternate_strategy_plan.txt

Code:
MAN_dem_plan = {
	name = Manchukuo Democratic Independence plan
	desc = Behavior for Manchukuo going down the New Beiyang Government path
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_INDEPENDENCE_DEM
			has_game_rule = {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_DEM
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		MAN_tsr_request_control_of_the_railways MAN_tsr_five_equal_peoples MAN_tsr_question_the_emperors_authority MAN_tsr_bandit_recruitment MAN_tsr_ally_bandit_leaders MAN_tsr_persuade_the_IMPRP MAN_tsr_a_new_dawn_over_manchuria MAN_tsr_depose_puyi MAN_tsr_the_new_beiyang_government MAN_tsr_beiyang_university MAN_tsr_reform_the_army MAN_tsr_the_southern_expedition MAN_tsr_proclaim_the_republic_of_china MAN_tsr_an_industrial_power MAN_tsr_finish_off_the_japanese_threat
	}
	focus_factors = {
		MAN_tsr_staff_the_court_with_manchus = 0
		MAN_tsr_bolster_nationalism = 0
		MAN_tsr_zhao_shangzhis_coup = 0
	}
	research = {
		infantry_weapons = 15.0
		industry = 10.0
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolinis_finalize_mission_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolinis_finalize_mission_effect = {
	add_to_variable = {
		ITA_missiolinis_active_missions = -1
	} {
		ITA_missiolinis_number_of_missions_resolved = 1
	}
}
### Entity: State History
Component: 328
Constructs: add_core_of
Source: game
File: history/states/328-Manchukuo.txt

Code:
state = {
	id = 328
	name = STATE_328
	manpower = 7536266
	state_category = rural
	resources = {
		aluminium = 7
	}
	history = {
		owner = MAN
		add_core_of = CHI MAN PRC
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			4572 1
		} {
			10433 1
		}
	}
	provinces = {
		800 861 887 927 945 946 1567 3888 3913 3929 3932 3947 3949 4503 4572 6868 6905 6947 7523 7591 7652 7663 9759 9782 9803 9841 9848 9866 9883 9913 9928 10433 11744 11781 11823 11850 11862 11864 12412
	}
	local_supplies = 0.0
}
### Entity: Name List
Component: PUE
Source: game
File: common/names/00_names.txt

Code:
PUE = {
	male = {
		names = {
			Agustín Alberto Alejandro Alfonso Álvaro Antonio Arsenio Augusto Baldomero Baltasar Benito Bernardino Bernardo Calixto Carlos Celestino Claudio Cristóbal Dámaso Diego Dionisio Eduardo Emilio Estanislao Federico Felipe Félix Fernando Francisco Gabino Gabriel Gaspar Genaro Gonzalo Ignacio Isidro Jacobo Jaime Joaquín José Juan Julio Leopoldo Lorenzo Luis Manuel Marcelo Mariano Mateo Melchor Miguel Nicolás Pablo Pascual Pedro Rafael Raimundo Ramón Ricardo Santiago Sebastián Segismundo Valeriano Vicente
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Blázquez Acuña Aguirre Allendesalazar Alonso Álvarez Aranda Asensio Aznar Barradas Bugallal Cabrera Cano Cervera de Albornoz de Carvajal de la Fuente de Orleans Díaz Espartero Fernández Franco García González Heredia Hernández Herrera Hevia Linares López Maroto Márquez Martínez-Campos Maura Menéndez Miaja Millán-Astray Mina Mola Muñoz Narváez O'Donnell Ortega Pavía Pérez Rodríguez Rojo Ruiz Sanjurjo Serrano Silvestre Topete Valdés Varela Villapol Villar Weyler Yagüe
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: USA_house_medium_support
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_house_medium_support = {
	custom_effect_tooltip = mtg_usa_house_medium_support_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = 50
	}
	clamp_temp_variable = {
		var = temp_factor
		max = 50
		min = 20
	}
	add_to_variable = {
		representatives_support = temp_factor
	}
	round_variable = representatives_support
	clamp_variable = {
		var = representatives_support
		max = representatives_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Idea
Component: QUE_christian_mutualism
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_christian_mutualism = {
	allowed_civil_war = {
		always = no
	}
	picture = communist_industry
	modifier = {
		production_speed_buildings_factor = 0.2
		industry_repair_factor = 0.1
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.05
	}
}
### Entity: Trigger Reference
Construct: check_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## check_variable

* Supported Scopes: any
* Supported Targets: any

```
Compares a variable to a number or another variable
ex:
check_variable = {
	var = varname
	value = 12	# accepts variables
	compare = equals
	# possible values for compare :
	# less_than, less_than_or_equals
	# greater_than, greater_than_or_equals
	# equals, not_equals
	tooltip = loc_str_id_with_LEFT_and_RIGHT  #localized text with LEFT and/or RIGHT tokens in it
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_industrial_modernization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_industrial_modernization
	icon = GFX_focus_generic_industry_2
	text = ADU_industrial_modernization
	prerequisite = {
		focus = VNZ_secure_security_ministry VNZ_representative_grand_council
	}
	relative_position_id = VNZ_representative_grand_council
	x = 1
	y = 1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = SLO_civilian_production
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHL_mapuche_social_classes
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_mapuche_social_classes = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = hol_the_foundations_of_defense
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = -0.1
		conscription_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_BS_doctrine
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BS_doctrine = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE = global.EAI_BS_DOCTRINE
		}
		AND = {
			OR = {
				EAI_Base_Strike_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/naval_doctrine EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: AST_south_australian_railways_ic
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_south_australian_railways_ic = {
	picture = AST_south_australian_railways
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		train_tech = 0.15
	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Event
Component: AAT_finland_continuation_war.01
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_government, add_opinion_modifier, fire_only_once, is_historical_focus_on
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.01
	title = AAT_finland_continuation_war.01.t
	desc = AAT_finland_continuation_war.01.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_continuation_war.01.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 10
				is_historical_focus_on = yes
				has_government = fascism
			} {
				factor = 0
				OR = {
					has_wargoal_against = FROM
					is_justifying_wargoal_against = FROM
					is_in_faction_with = SOV
					has_subject = SOV
					has_guaranteed = SOV
				}
			}
		}
		effect_tooltip = {
			FROM = {
				give_military_access = ROOT
				diplomatic_relation = {
					country = ROOT
					relation = docking_rights
					active = yes
				} {
					country = ROOT
					relation = non_aggression_pact
					active = yes
				}
			} {
				if = {
					limit = {
						has_dlc = No Step Back
					}
					add_equipment_to_stockpile = {
						type = light_tank_chassis_1
						amount = 50
						producer = ROOT
					}
				} {
					limit = {
						has_dlc = By Blood Alone
					}
					add_equipment_to_stockpile = {
						type = small_plane_airframe_1
						amount = 50
						producer = ROOT
					}
				}
				else = {
					add_equipment_to_stockpile = {
						type = light_tank_equipment_1
						amount = 50
						producer = ROOT
					}
				} {
					add_equipment_to_stockpile = {
						type = fighter_equipment_1
						amount = 50
						producer = ROOT
					}
				}
				add_equipment_to_stockpile = {
					type = convoy_1
					amount = 50
					producer = ROOT
				} {
					type = artillery_equipment_1
					amount = 50
					producer = ROOT
				} {
					type = anti_air_equipment_1
					amount = 25
					producer = ROOT
				} {
					type = infantry_equipment_1
					amount = 3000
					producer = ROOT
				} {
					type = support_equipment_1
					amount = 300
					producer = ROOT
				}
				add_state_claim = 213 215 216
			}
			give_guarantee = FROM
		}
		custom_effect_tooltip = FIN_pact_for_continuation_war_ger_tt
		hidden_effect = {
			set_country_flag = FIN_pact_for_continuation_war_flag
			FROM = {
				set_country_flag = FIN_pact_for_continuation_war_flag
			} {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 40
				}
			} {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = -100
				} {
					type = conquer
	
# ... (truncated)
### Entity: Character
Component: SOL_mt
Source: game
File: common/characters/SOL.txt

Code:
SOL_mt = {
	advisor = {
		slot = theorist
		idea_token = SOL_mt
		ledger = army
		allowed = {
			original_tag = SOL
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
}
### Entity: Order of Battle
Component: air_wing_158
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	158 = {
		fighter_equipment_0 = {
			owner = ITA
			amount = 84
		}
		tac_bomber_equipment_1 = {
			owner = ITA
			amount = 62
		} {
			owner = ITA
			amount = 62
		}
	}
}
### Entity: Idea
Component: AFG_bloody_revolution
Constructs: war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_bloody_revolution = {
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		justify_war_goal_time = -0.25
		command_power_gain = 0.1
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_accept_constituion
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_accept_constituion
	icon = GFX_focus_GRE_monarchist_fervour
	prerequisite = {
		focus = SOV_civil_war_orthadox_resurgance SOV_civil_war_white_exiles
	}
	relative_position_id = SOV_civil_war_orthadox_resurgance
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_country_leader_trait = controversial_figurehead
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3ADuplicates.html

Doc:
Files tagged with
```
{{Duplicate}}
```
template are automatically added to this category.

This category currently contains no pages or media.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Category:Duplicates&oldid=741"
### Entity: Idea
Component: SWE_swedish_influence
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_influence = {
	picture = hol_haven_of_tolerance
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
		communism_acceptance = 35
	}
}
### Entity: Scripted Effect
Component: MON_prc_medium_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_prc_medium_influence_decrease_effect = {
	custom_effect_tooltip = MON_prc_tt MON_medium_influence_decrease_tt
	add_to_variable = {
		prc_influence_in_mon = MON_medium_influence_decrease
	}
	clamp_variable = {
		var = prc_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: AFG_pillars_of_islam_idea
Constructs: limit, war_support_factor, has_government, has_country_flag, clr_country_flag, add_timed_idea, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_pillars_of_islam_idea = {
	picture = AFG_pillars_islam
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	on_remove = {
		if = {
			limit = {
				has_country_flag = AFG_has_conquered_sites_1
			}
			clr_country_flag = AFG_has_conquered_sites_1
			add_timed_idea = {
				idea = AFG_pillars_of_islam_idea
				days = 180
			}
		}
		else_if = {
			limit = {
				has_country_flag = AFG_has_conquered_sites_2
			}
			clr_country_flag = AFG_has_conquered_sites_2
			add_timed_idea = {
				idea = AFG_pillars_of_islam_idea
				days = 180
			}
		} {
			limit = {
				has_country_flag = AFG_has_conquered_sites_3
			}
			clr_country_flag = AFG_has_conquered_sites_3
			add_timed_idea = {
				idea = AFG_pillars_of_islam_idea
				days = 180
			}
		} {
			limit = {
				has_country_flag = AFG_has_conquered_sites_4
			}
			clr_country_flag = AFG_has_conquered_sites_4
			add_timed_idea = {
				idea = AFG_pillars_of_islam_idea
				days = 180
			}
		}
	}
	modifier = {
		fascism_drift = 0.03
		trade_opinion_factor = 0.15
		non_core_manpower = 0.05
		compliance_growth = 0.05
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_reclaim_west_slavia
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, add_core_of, every_other_country, gain_regain_core_tt
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_reclaim_west_slavia
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = POL_align_with_habsburgs POL_trust_in_the_west
	} {
		focus = POL_unite_west_slavia
	}
	relative_position_id = POL_trust_in_the_west
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		66 = {
			add_core_of = ROOT
		}
		67 = {
			add_core_of = ROOT
		}
		68 = {
			add_core_of = ROOT
		}
		63 = {
			add_core_of = ROOT
		}
		5 = {
			add_core_of = ROOT
		}
		763 = {
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 66 67 68 63 5 763
				}
			}
			custom_effect_tooltip = gain_regain_core_tt
			hidden_effect = {
				PREV = {
					create_wargoal = {
						type = take_core_state
						target = PREV
						generator = {
							66 67 68 63 5 763
						}
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: tactical_bomber3
Constructs: is_major, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		tac_bomber_equipment_3
	}
	path = {
		leads_to_tech = jet_tactical_bomber1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = air_techs_folder
		position = {
			x = 2
			y = 8
		}
	}
	categories = {
		medium_air tactical_bomber air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.2
			is_major = yes
			date = > 1944.1.1
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = tactical_bomber
			}
			factor = 2
		} {
			factor = 1.2
			is_major = yes
			date = > 1945.1.1
		}
	}
}
### Entity: Event
Component: r56_australia.14
Constructs: is_triggered_only
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.14
	title = r56_australia.14.t
	desc = r56_australia.14.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = r56_australia.13.a
		AST_set_john_curtin = yes
	}
}
### Entity: Idea
Component: MEX_tnca
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_tnca = {
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_aviation_workshops
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Event
Component: bba_africa_news.3
Constructs: is_triggered_only, is_on_continent
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_africa_news.3
	title = bba_africa_news.3.t
	desc = bba_africa_news.3.desc
	picture = GFX_news_event_generic_african_unity
	is_triggered_only = yes
	option = {
		name = bba_africa_news.3.a
		trigger = {
			capital_scope = {
				is_on_continent = africa
			}
		}
	} {
		name = bba_africa_news.3.b
		trigger = {
			capital_scope = {
				NOT = {
					is_on_continent = africa
				}
			}
		}
	}
}
### Entity: Unit Template
Component: SIC_MOT_01
Source: game
File: common/units/names_divisions/SIC_names_divisions.txt

Code:
SIC_MOT_01 = {
	name = Motorized Unit
	for_countries = {
		SIC
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SIC_INF_01
	}
	fallback_name = %d Sichuan Juntuán
	ordered = {
		1 = {
			%d Sichuan Juntuán
		}
		2 = {
			%d Sichuan Juntuán
		}
		3 = {
			%d Sichuan Juntuán
		}
		4 = {
			%d Sichuan Juntuán
		}
		5 = {
			%d Sichuan Juntuán
		}
		6 = {
			%d Sichuan Juntuán
		}
		7 = {
			%d Sichuan Juntuán
		}
		8 = {
			%d Sichuan Juntuán
		}
		9 = {
			%d Sichuan Juntuán
		}
		10 = {
			%d Sichuan Juntuán
		}
		11 = {
			%d Sichuan Juntuán
		}
		12 = {
			%d Sichuan Juntuán
		}
		13 = {
			%d Sichuan Juntuán
		}
		14 = {
			%d Sichuan Juntuán
		}
		15 = {
			%d Sichuan Juntuán
		}
		16 = {
			%d Sichuan Juntuán
		}
		17 = {
			%d Sichuan Juntuán
		}
		18 = {
			%d Sichuan Juntuán
		}
		19 = {
			%d Sichuan Juntuán
		}
		20 = {
			%d Sichuan Juntuán
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_abandon_the_gold_standard
Constructs: completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_abandon_the_gold_standard
	icon = GFX_focus_hol_abandon_the_gold_standard
	x = 13
	y = 0
	relative_position_id = HOL_obtain_foreign_colonial_investments
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		HOL_de_crisisjaren_level_down = yes
	}
}
### Entity: Technology
Component: POL_urban_combat_specialization
Constructs: research_cost
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		urban = {
			attack = 0.15
			defence = 0.15
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_the_naval_arsenal
Constructs: prerequisite, has_war, limit, completion_reward, has_idea, add_to_variable, has_dlc, add_mio_size
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_expand_the_naval_arsenal
	icon = GFX_goal_generic_build_navy
	relative_position_id = CHL_devalue_the_peso
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_devalue_the_peso
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	available = {
		NOT = {
			OR = {
				has_idea = CHL_devalue_the_peso_idea CHL_devalue_the_franc_idea
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CHL_arsenales_de_marina_organization = {
				add_mio_size = 2
			}
			mio:CHL_csav_organization = {
				add_mio_size = 2
			}
			random_state = {
				limit = {
					is_capital = yes
					is_owned_and_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		ELSE = {
			random_state = {
				limit = {
					is_capital = yes
					is_owned_and_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = dockyard
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: FRI_tran_trong_kim
Constructs: has_government, is_puppet
Source: game
File: common/characters/FRI.txt

Code:
FRI_tran_trong_kim = {
	name = FRI_tran_trong_kim
	portraits = {
		army = {
			small = GFX_idea_generic_fascist_demagogue_asian_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_tran_trong_kim
		allowed = {
			original_tag = FRI
		}
		available = {
			is_puppet = no
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Character
Component: navy_chief_naval_aviation_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_naval_aviation_2 = {
	sprite = 1
	navy_carrier_air_attack_factor = 0.06
	navy_carrier_air_targetting_factor = 0.07
	navy_carrier_air_agility_factor = 0.08
	experience_gain_navy = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}