Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_anti_bolshevik_mediterranean_bloc
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_anti_bolshevik_mediterranean_bloc
	icon = GFX_focus_intervention_spain_republic
	mutually_exclusive = {
		focus = TUR_the_mediterranean_entente TUR_join_the_axis TUR_join_the_allies TUR_readdress_the_montreux_convention
	}
	prerequisite = {
		focus = TUR_dissolve_the_ODPA
	}
	available = {
		NOT = {
			is_in_faction_with = SOV
		}
		is_subject = no
		is_in_faction = no
	}
	x = 0
	y = 1
	relative_position_id = TUR_dissolve_the_ODPA
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		OR = {
			is_in_faction_with = SPR
			is_faction_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_traitors_of_the_revolution
			}
		}
		if = {
			limit = {
				SPR = {
					AND = {
						exists = yes
						is_subject = no
						NOT = {
							is_in_faction_with = SOV
						}
					}
				}
			}
			SPR = {
				country_event = {
					id = generic.5
				}
			}
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional_anti_communist
			name = TUR_anti_bolshevik_accord
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_lee_enfield_no1_mark3
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_lee_enfield_no1_mark3
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = AST_lithgow_small_arms_factory
	}
	relative_position_id = AST_lithgow_small_arms_factory
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AST_lee_enfield_no1_mark3
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_lithgow_arms_organization = {
				unlock_mio_trait_tooltip = AST_mio_trait_lee_enfield_no1_mark3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_lithgow_arms_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: sweden_soviet.40
Constructs: is_triggered_only, division_template, add_ideas, swap_ideas, remove_idea, add_idea, set_rule, is_locked
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_soviet.40
	title = sweden_soviet.40.t
	desc = sweden_soviet.40.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = sweden_soviet.40.a
		swap_ideas = {
			remove_idea = SWE_kungen_gustaf_v_idea
			add_idea = SWE_royal_sabotage
		}
		add_ideas = SWE_secure_revolution_home
		start_civil_war = {
			ruling_party = communism
			ideology = ROOT
			size = 0.4
			capital = 138
			states = {
				140 666 968 124
			}
			keep_political_leader = no
			keep_political_party_members = yes
		}
		hidden_effect = {
			set_rule = {
				can_send_volunteers = no
			}
			division_template = {
				name = Worker Militia
				division_names_group = SWE_MIL_01
				is_locked = no
				template_counter = 12
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			random_owned_state = {
				create_unit = {
					division = division_template = "Worker Militia" start_experience_factor = 0 start_equipment_factor = 0
					owner = SWE
				}
			} {
				create_unit = {
					division = division_template = "Worker Militia" start_experience_factor = 0 start_equipment_factor = 0
					owner = SWE
				}
			} {
				create_unit = {
					division = division_template = "Worker Militia" start_experience_factor = 0 start_equipment_factor = 0
					owner = SWE
				}
			} {
				create_unit = {
					division = division_template = "Worker Militia" start_experience_factor = 0 start_equipment_factor = 0
					owner = SWE
				}
			} {
				create_unit = {
					division = division_template = "Worker Militia" start_experience_factor = 0 start_equipment_factor = 0
					owner = SWE
				}
			} {
				create_unit = {
					division = division_template = "Worker Militia" start_experience_factor = 0 start_equipment_factor = 0
					owner = SWE
				}
			}
		}
	}
}
### Entity: Idea
Component: NIU_tourism_idea_iv
Constructs: has_war, removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_tourism_idea_iv = {
	picture = chi_hyper_inflation4
	allowed = {
		always = yes
	}
	cancel = {
		has_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		monthly_population = 0.15
		weekly_manpower = 50
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.1
		custom_modifier_tooltip = NIU_dont_go_to_war_or_you_die
	}
}
### Entity: Event
Component: INS_revolution_events.20
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.20
	title = INS_revolution_events.20.t
	desc = INS_revolution_events.20.desc
	picture = GFX_report_event_INS_recognition_of_sovereignty
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.20.a
		custom_effect_tooltip = INS_end_to_bloodshed_tt
		indonesia_save_borders_effect = yes
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_sellier_and_bellot_ammunitions
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_sellier_and_bellot_ammunitions
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = LAT_general_modernization_plan
	}
	relative_position_id = LAT_general_modernization_plan
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				12
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = LAT_sellier_and_bellot_riga_organization
			mio:LAT_sellier_and_bellot_riga_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_materiel_manufacturer
			show_ideas_tooltip = LAT_sellier_and_bellot_riga
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_air_modernisations_programme
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_air_modernisations_programme
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = IRQ_light_bomber_focus IRQ_medium_bomber_focus
	}
	relative_position_id = IRQ_air_base_expansion
	x = 0
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = IRQ_air_modernisations_programme
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_reform_the_taxation_system
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_reform_the_taxation_system
	icon = GFX_goal_TIB_monastic_tax
	prerequisite = {
		focus = BHU_new_weaving_techniques
	}
	relative_position_id = BHU_new_weaving_techniques
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 120
		if = {
			limit = {
				has_idea = BHU_severe_economic_isolationism
			}
			swap_ideas = {
				remove_idea = BHU_severe_economic_isolationism
				add_idea = BHU_moderate_economic_isolationism
			}
		} {
			limit = {
				has_idea = BHU_moderate_economic_isolationism
			}
			swap_ideas = {
				remove_idea = BHU_moderate_economic_isolationism
				add_idea = BHU_slight_economic_isolationism
			}
		} {
			limit = {
				has_idea = BHU_slight_economic_isolationism
			}
			remove_ideas = BHU_slight_economic_isolationism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_land_reform
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_land_reform
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CHI_root_out_corruption
	}
	x = -2
	y = 2
	relative_position_id = CHI_new_model_province
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Character
Component: expansionist_policies
Source: game
File: common/country_leader/00_traits.txt

Code:
expansionist_policies = {
	random = no
	generate_wargoal_tension = -0.25
	justify_war_goal_time = -0.25
	custom_modifier_tooltip = FIN_expansionist_policies_take_states_tt
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_submarines
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modern_submarines
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = BUL_light_vessels
	}
	relative_position_id = BUL_light_vessels
	x = 5
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: JAP_imperial_influence_decision_cat
Constructs: has_government
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_imperial_influence_decision_cat = {
	priority = 75
	picture = {
		GFX_decision_cat_picture_JAP_imperial_influence_hirohito = {
			OR = {
				has_government = neutrality fascism
			}
		}
		GFX_decision_cat_picture_JAP_imperial_influence_diet = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	icon = GFX_decision_category_power_struggle
	visible_when_empty = yes
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
}
### Entity: Event
Component: KMT_event.25
Constructs: is_triggered_only, limit, add_political_power, every_controlled_state, is_core_of, remove_mission, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.25
	title = KMT_event.25.t
	desc = KMT_event.25.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = KMT_event.25.a
		add_political_power = 100
		every_controlled_state = {
			limit = {
				is_core_of = CHI
			}
			transfer_state_to = CHI
		}
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
			active = no
		} {
			country = CHI
			relation = non_aggression_pact
			active = yes
		} {
			country = CHI
			relation = docking_rights
			active = yes
		}
		CHI = {
			country_event = CHI_warlords.20
		}
		remove_mission = JAP_kwantung_army_impatience
	} {
		name = KMT_event.25.b
		CHI = {
			country_event = CHI_warlords.19
		} {
			create_wargoal = {
				target = JAP
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: Unit Template
Component: NEP_GAR_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Garrison Division
	ordered = {
		1 = {
			%dst Garrison Division
		}
		2 = {
			%dnd Garrison Division
		}
		3 = {
			%drd Garrison Division
		}
		4 = {
			%dth Garrison Division
		}
		5 = {
			%dth Garrison Division
		}
		6 = {
			%dth Garrison Division
		}
		7 = {
			%dth Garrison Division
		}
		8 = {
			%dth Garrison Division
		}
		9 = {
			%dth Garrison Division
		}
		10 = {
			%dth Garrison Division
		}
		11 = {
			%dth Garrison Division
		}
		12 = {
			%dth Garrison Division
		}
		13 = {
			%dth Garrison Division
		}
		14 = {
			%dth Garrison Division
		}
		15 = {
			%dth Garrison Division
		}
		16 = {
			%dth Garrison Division
		}
		17 = {
			%dth Garrison Division
		}
		18 = {
			%dth Garrison Division
		}
		19 = {
			%dth Garrison Division
		}
		20 = {
			%dth Garrison Division
		}
		21 = {
			%dst Garrison Division
		}
		22 = {
			%dnd Garrison Division
		}
		23 = {
			%drd Garrison Division
		}
	}
}
### Entity: State History
Component: 987
Constructs: add_core_of
Source: game
File: history/states/987-Nyanza-Rift Valley.txt

Code:
state = {
	id = 987
	name = STATE_904
	manpower = 678400
	state_category = pastoral
	history = {
		owner = KEN
		buildings = {
			infrastructure = 1
		}
		add_core_of = KEN
	}
	provinces = {
		5160 10860 11145
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: MAN_aisin_gioro_xiqia
Source: game
File: common/characters/MAN.txt

Code:
MAN_aisin_gioro_xiqia = {
	name = MAN_aisin_gioro_xiqia
	portraits = {
		army = {
			large = GFX_portrait_man_aisin_gioro_xiqia
			small = GFX_idea_MAN_aisin_gioro_xiqia
		}
	}
	advisor = {
		slot = high_command
		idea_token = MAN_aisin_gioro_xiqia
		ledger = army
		allowed = {
			original_tag = MAN
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ALinks.html

Doc:
|
Some of the internal links on this page may not be written correctly. You can help. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Links/doc. (edit | history)
Links can be used to highlight articles with poor hyperlinks.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Name List
Component: OVO
Source: game
File: common/names/00_names.txt

Code:
OVO = {
	male = {
		names = {
			Epkuv Evtin Kushchta Lyutya Makshchim Mikipur Mikit Mikul Mikuv Payal Pilya Sanka Shcherki Tepan Tyomkigi Untary Vashchka Vashchkigi Vәlӑkshchi Yarashch Yoshchka Yoshchkigi Yukhur Yuvan Chukhpelek Sergey Ruslan
		}
	}
	female = {
		names = {
			Urne Vulga Marpa Litta Lushcha Matrena
		}
	}
	surnames = {
		Vakhrusheva Shestalov Sobyanin Provodnikov Kaysarov Ambal Ob Tyumeni Yugra
	}
	callsigns = {

	}
}
### Entity: Music Config
Component: base_music/the_monsoon_front
Source: game
File: music/ncns_songs.txt

Code:
music = {
	song = the_monsoon_front
	chance = {
		base = 1
	}
}
### Entity: Idea
Component: SUR_awt
Source: game
File: common/ideas/suriname.txt

Code:
SUR_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = SUR
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: TUR_fethi_okyar
Constructs: has_completed_focus, has_dlc, has_idea
Source: game
File: common/characters/TUR.txt

Code:
TUR_fethi_okyar = {
	name = TUR_fethi_okyar
	portraits = {
		civilian = {
			small = GFX_idea_tur_ali_fethi_okyar
		}
		army = {
			small = GFX_idea_tur_ali_fethi_okyar
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_fethi_okyar
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = TUR_can_only_have_one_prime_minister_tt
				NOT = {
					OR = {
						has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
					}
				}
			}
		}
		visible = {
			has_completed_focus = TUR_fully_integrate_the_is_bank
			NOT = {
				has_completed_focus = TUR_pivot_to_the_past
			}
		}
		traits = {
			prime_minister_okyar
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_liberal_victory
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_liberal_victory
	icon = GFX_goal_COS_democracy
	prerequisite = {
		focus = COS_1936_elections
	}
	available = {
		has_country_flag = COS_arguello_won
	}
	mutually_exclusive = {
		focus = COS_another_prn_term
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 4
	y = 1
	relative_position_id = COS_1936_elections
	ai_will_do = {
		factor = 11
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = 0.05
	}
}
### Entity: Idea
Component: KMT_baihua_stage_1_idea
Constructs: has_government, has_country_flag, removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_1_idea = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = communism
			}
			has_country_flag = baihua_completed
			AND = {
				NOT = {
					has_government = democratic
				}
				OR = {
					is_subject = yes
					is_puppet = yes
				}
			}
		}
	}
	modifier = {
		foreign_subversive_activites = 0.1
		drift_defence_factor = -0.05
		democratic_drift = 0.03
	}
}
### Entity: Game Data
Component: Parachute
Source: game
File: common/units/names_divisions/BRA_names_divisions.txt

Code:
BRA_PAR_01 = 
{
	name = "Parachute Division"

	for_countries = { BRA ANG GNB MZB }				# Also includes releasable Portuguese colonlies

	can_use = { always = yes }

	division_types = { "paratrooper" }

	# Number reservation system will tie to another group.
	#link_numbering_with = { BRA_INF_01 }

	fallback_name = "%da Divisão de Pára-Quedistas"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "%da Divisão de Pára-Quedistas" }
		2 = { "%da Divisão de Pára-Quedistas" }
		3 = { "%da Divisão de Pára-Quedistas" }
		4 = { "%da Divisão de Pára-Quedistas" }
		5 = { "%da Divisão de Pára-Quedistas" }
		6 = { "%da Divisão de Pára-Quedistas" }
		7 = { "%da Divisão de Pára-Quedistas" }
		8 = { "%da Divisão de Pára-Quedistas" }
		9 = { "%da Divisão de Pára-Quedistas" }
		10 = { "%da Divisão de Pára-Quedistas" }
	}
}
### Entity: Effect Reference
Construct: random_navy_leader
Constructs: limit, random_navy_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_navy_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on a random Navy Leader of the country in scope, that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
ex: GER = {
  random_navy_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope effects ...
  }
}
```
### Entity: Decision
Component: POL_support_monarchy_in_LIT_cat
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_support_monarchy_in_LIT_cat = {
	icon = GFX_decision_category_generic_propaganda
	allowed = {
		OR = {
			original_tag = POL LIT
		}
	}
	visible = {
		always = yes
	}
	priority = 10
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_secure_security_ministers
Constructs: prerequisite, limit, completion_reward, has_idea_with_trait, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_secure_security_ministers
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = ADU_mass_strikes
	}
	relative_position_id = ADU_mass_strikes
	x = 1
	y = 1
	cost = 5
	available = {
		communism = > 0.4
		NOT = {
			OR = {
				has_idea_with_trait = democratic_reformer fascist_demagogue
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 2
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Special Project
Component: sp_naval_generic_reward_test_failure_2
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_test_failure_2 = {
	fire_only_once = yes
	threshold = {
		min = 30
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.medium
					set_project_flag = sp_naval_generic_reward_test_failure_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_naval
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_naval
					}
				}
			}
		}
	}
}
### Entity: Event
Component: NSB_poland_monarchist_events.601
Constructs: is_triggered_only, ai_chance, fire_only_once, annex_country
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_monarchist_events.601
	title = NSB_poland_monarchist_events.601.t
	desc = NSB_poland_monarchist_events.601.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_monarchist_events.601.a
		ai_chance = {
			base = 30
		}
		annex_country = {
			target = FROM
			transfer_troops = no
		}
	}
}
### Entity: Idea
Component: CHI_labor_reform
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_labor_reform = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ast_all_in
	removal_cost = -1
	modifier = {
		conscription = 0.005
		industrial_capacity_factory = 0.05
	}
}
### Entity: Idea
Component: ITA_beretta_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_beretta_improved = {
	name = beretta
	picture = beretta
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_state = 159
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	equipment_bonus = {
		infantry_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}