Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: sweden_sca_unite.5
Constructs: is_triggered_only, ai_chance, limit, annex_country, every_state, is_core_of, add_core_of
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_sca_unite.5
	title = sweden_sca_unite.5.t
	desc = sweden_sca_unite.5.d
	is_triggered_only = yes
	option = {
		name = sweden_sca_unite.5.a
		ai_chance = {
			base = 2
		}
		SWE = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_core_of = SWE
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3AUnbalanced_scales.png.html

Doc:
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Deletion log

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Page history
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Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Unbalanced_scales.png"
### Entity: State History
Component: 278
Constructs: add_core_of
Source: game
File: history/states/278-Argentina.txt

Code:
state = {
	id = 278
	name = STATE_278
	manpower = 5596366
	state_category = large_city
	history = {
		owner = ARG
		add_core_of = ARG
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 5
			dockyard = 1
			air_base = 4
			12364 = {
				naval_base = 7
				bunker = 1
				coastal_bunker = 1
			}
			7621 = {
				naval_base = 2
			}
			1639 = {
				naval_base = 1
			}
		}
		victory_points = {
			12364 15
		} {
			7621 2
		}
	}
	provinces = {
		1555 1568 1596 1624 1639 4573 4602 4643 7621 10375 10390 10402 10418 12351 12364 12379 12394 12409 12494 12998
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Destacamento de Montaña Norte
Constructs: division_template
Source: game
File: history/units/ARG_1936.txt

Code:
division = {
	name = Destacamento de Montaña Norte
	location = 8216
	division_template = Brigada Montaña
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Joint Focus
Component: INSHOL_industrialized_colony
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_cosmetic_tag, has_subject, cancel_if_invalid, is_ai
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_industrialized_colony
	icon = GFX_focus_INS_industrialized_colony
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			NOT = {
				custom_trigger_tooltip = {
					tooltip = INS_is_union_tt
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
			INS = {
				OR = {
					num_of_factories = > 35
					industrial_complex = > 19
				}
				NOT = {
					has_completed_focus = INS_defenders_of_homeland
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_import_sugar INSHOL_import_lumber
	} {
		focus = INSHOL_coffee_plantations
	}
	mutually_exclusive = {
		focus = HOL_continue_the_war_in_batavia_taog INSHOL_autonomous_dominion
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	x = 0
	y = 3
	relative_position_id = INSHOL_coffee_plantations
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 2
			INS = {
				has_completed_focus = INSHOL_begin_negotiations_soetardjo
				is_ai = no
			}
		} {
			factor = 10
			INS = {
				is_ai = yes
			}
		} {
			factor = 50
			INS = {
				NOT = {
					has_completed_focus = INSHOL_begin_negotiations_soetardjo
				}
				is_ai = no
			}
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = INS_is_union_tt
						INS = {
							has_cosmetic_tag = INS_UNION
						}
					}
				}
			}
			if = {
				limit = {
					original_tag = INS
				}
				add_dynamic_modifier = {
					modifier =
# ... (truncated)
### Entity: Decision
Component: BRA_good_neighbor_decisions
Constructs: has_war, has_war_with, fire_only_once, is_in_faction_with, has_idea, cancel_trigger, is_good
Source: game
File: common/decisions/BRA.txt

Code:
BRA_good_neighbor_decisions = {
	BRA_washington_accords_mission = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = BRA
		}
		available = {
			OR = {
				is_in_faction_with = USA
				USA = {
					has_war = no
				}
				any_country = {
					AND = {
						has_war_with = USA BRA
					}
				}
			}
		}
		days_mission_timeout = 730
		activation = {
			has_idea = BRA_washington_accords_idea
		}
		cancel_trigger = {

		}
		fire_only_once = yes
		is_good = no
		timeout_effect = {
			country_event = {
				id = JUNO_brazil_events.18
				hours = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: SWE_communism
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_alternate_strategy_plan.txt

Code:
SWE_communism = {
	name = Communism 
	desc = The Swedish AI will go down the communism tree and either join the Axis or the Allies
	allowed = {
		SWE_AAT = yes
	}
	enable = {
		OR = {
			has_country_flag = SWE_AI_RANDOM_COMMUNISM
			has_game_rule = {
				rule = SWE_ai_behavior
				option = SWE_COMMUNISM
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SWE_standardize_equipment SWE_continue_the_second_industrial_revolution SWE_strike_the_capitalist_beast_down SWE_police_reforms SWE_liquidate_the_monarchy SWE_socialist_reforms SWE_establish_politburo SWE_five_year_plan SWE_starve_the_fascists_of_iron SWE_peoples_commissar_for_defense SWE_as_the_barometer_falls SWE_defense_in_depth SWE_beneath_sticks_and_stones SWE_per_albin_line SWE_end_the_fubkrieg SWE_defense_act SWE_urbanization SWE_hygenic_housing SWE_individual_liberty_and_prosperity_for_all SWE_align_more_closely_with_the_landsorganisationen SWE_affordable_housing SWE_radiojanst SWE_en_svensk_tiger SWE_paid_holidays SWE_saltsjobaden_agreement SWE_research_slot_1 SWE_government_weapons_contract SWE_sieze_landsverk SWE_gotaverken SWE_norma_projektilfabrik SWE_defense_above_all SWE_reject_saltsjobaden SWE_research_slot_1 SWE_form_rfsu SWE_deep_mining_complexes SWE_the_aland_question SWE_train_the_sheltered SWE_secret_mobilization
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Organize_a_Coup
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Organize_a_Coup
	icon = GFX_focus_generic_army_modernizations
	cost = 5
	prerequisite = {
		focus = PAK_Birth_of_a_Nation
	}
	bypass = {

	}
	mutually_exclusive = {
		focus = PAK_General_Election
	}
	x = 9
	y = 1
	ai_will_do = {
		factor = 35
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = Will unlock Decisions to enact a coup
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_build_naval_bases
Constructs: prerequisite, limit, completion_reward, is_coastal, cancel_if_invalid, set_temp_variable, every_controlled_state, check_variable
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_build_naval_bases
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = SWI_naval_industry
	}
	relative_position_id = SWI_naval_industry
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = SWI_build_naval_bases_tt
		hidden_effect = {
			set_temp_variable = {
				max_base_added = 15
			} {
				current_base_added = 0
			}
			every_controlled_state = {
				limit = {
					is_coastal = yes
				}
				if = {
					limit = {
						check_variable = {
							current_base_added = < max_base_added
						}
					}
					add_to_temp_variable = {
						current_base_added = 1
					}
					add_building_construction = {
						type = naval_base
						level = 2
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_naval_base = yes
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_seek_financial_aid_from_the_ussr
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, add_resource, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_seek_financial_aid_from_the_ussr
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = RAJ_extend_indian_security_zone
	}
	x = 3
	y = 1
	relative_position_id = RAJ_extend_indian_security_zone
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		OR = {
			has_war_with = SOV
			NOT = {
				country_exists = SOV
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_mil_in_core_otherwise_build_in_controlled = yes
		try_build_civ_in_core_otherwise_build_in_controlled = yes
		if = {
			limit = {
				capital_scope = {
					controller = {
						original_tag = ROOT
					}
				}
			}
			capital_scope = {
				add_resource = {
					type = oil
					amount = 5
				} {
					type = tungsten
					amount = 4
				} {
					type = steel
					amount = 6
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: EQG_aa2
Source: game
File: common/characters/EQG.txt

Code:
EQG_aa2 = {
	advisor = {
		slot = high_command
		idea_token = EQG_aa2
		ledger = army
		allowed = {
			original_tag = EQG
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Character
Component: defacto_leader
Source: game
File: common/country_leader/r56_traits.txt

Code:
defacto_leader = {
	random = no
	political_power_factor = -0.05
	ai_strategy = {
		type = antagonize
		id = SOV
		value = 200
	}
}
### Entity: Event
Component: prc.37
Constructs: is_triggered_only, ai_chance, annex_country, create_wargoal, annex_everything
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.37
	title = prc.37.t
	desc = prc.37.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		name = prc.37.a
		PRC = {
			annex_country = {
				target = SIK
				transfer_troops = yes
			}
			country_event = {
				id = prc.39
			}
		}
	} {
		ai_chance = {
			base = 5
		}
		name = prc.37.b
		SOV = {
			country_event = {
				id = prc.40
			}
		}
		PRC = {
			create_wargoal = {
				target = SIK
				type = annex_everything
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_limited_intervention
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, is_major, add_stability, completion_reward
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_limited_intervention
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = USA_continue_the_new_deal USA_reestablish_the_gold_standard
	}
	mutually_exclusive = {
		focus = USA_neutrality_act
	}
	continue_if_invalid = yes yes
	x = 0
	y = 1
	relative_position_id = USA_continue_the_new_deal
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_reestablish_the_gold_standard
		}
	}
	cost = 10
	available_if_capitulated = no
	cancel_if_invalid = no
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = USA_neutrality_act
			}
		}
	}
	available = {
		congress_high_support_trigger = yes
		has_government = democratic
		NOT = {
			has_idea_with_trait = fascist_demagogue
		} {
			has_idea_with_trait = communist_revolutionary
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		hidden_effect = {
			every_other_country = {
				limit = {
					is_major = yes
					has_government = ROOT
				}
				ROOT = {
					add_ai_strategy = {
						type = support
						id = PREV
						value = 200
					} {
						type = alliance
						id = PREV
						value = 200
					}
				}
			}
		} {
			news_event = {
				id = mtg_news.4
				days = 3
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = USA_limited_intervention
		USA_congress_medium_opposition = yes
		if = {
			limit = {
				has_war_support = < 0.4 > 0.2
			}
			add_stability = -0.1
		}
		else_if = {
			limit = {
				has_war_support = < 0.2
			}
			add_stability = -0.2
		}
		custom_effect_tooltip = USA_limited_intervention_tt
	}
}
### Entity: Scripted Trigger
Component: ITA_hosting_exiled_ethiopia
Constructs: check_variable, is_in_faction_with
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_hosting_exiled_ethiopia = {
	OR = {
		check_variable = {
			ETH.host_nation = ENG
		}
		var:ETH.host_nation = {
			is_in_faction_with = ENG
		}
	}
}
### Entity: Character
Component: NOR_carl_gustav_fleischer
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_carl_gustav_fleischer = {
	name = NOR_carl_gustav_fleischer
	portraits = {
		army = {
			large = GFX_portrait_NOR_carl_gustav_fleischer
			small = GFX_portrait_NOR_carl_gustav_fleischer_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	corps_commander = {
		visible = {
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
		traits = {
			trait_reckless trickster winter_specialist
		}
		skill = 4
		attack_skill = 4
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = NOR_carl_gustav_fleischer
		allowed = {
			original_tag = NOR
		}
		visible = {
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
		available = {
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			}
		}
		traits = {
			army_chief_offensive_3
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: Gebirgsbrigade 12
Constructs: division_template
Source: game
File: history/units/SWI_1939_BBA.txt

Code:
division = {
	name = Gebirgsbrigade 12
	location = 658
	division_template = Gebirgsinfanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: EAI_DD_7/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: ITA_replace_stuff_based_on_ideology_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_replace_stuff_based_on_ideology_effect = {
	ROOT = {
		if = {
			limit = {
				ITA_has_rejected_monarchy = yes
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regio_esercito_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regio_esercito_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regio_esercito_alt_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_aeronautica_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_alt_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_alt_dynamic_modifier
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regio_esercito_2_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regio_esercito_2_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regio_esercito_2_alt_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regio_esercito_3_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regio_esercito_3_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regio_esercito_3_alt_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_aeronautica_2_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_2_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_2_alt_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_aeronautica_3_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_3_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_3_alt_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_2_dynamic_modifier
					}
				}
				remove_dynam
# ... (truncated)
### Entity: State History
Component: 896
Constructs: add_core_of
Source: game
File: history/states/896-Siirt.txt

Code:
state = {
	id = 896
	name = Tel-Aviv
	history = {
		owner = ISR
		buildings = {
			infrastructure = 2
			industrial_complex = 3
			arms_factory = 1
			dockyard = 1
			air_base = 5
			4206 = {
				naval_base = 5
			}
		}
		victory_points = {
			4206 10
		} {
			1065 2
		}
		add_core_of = ISR PAL
	}
	provinces = {
		1065 1201 4206 13280
	}
	manpower = 435745
	buildings_max_level_factor = 1.0
	state_category = large_town
	local_supplies = 0.0
}
### Entity: Event
Component: tfv_south_africa.66
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.66
	title = tfv_south_africa.66.t
	desc = tfv_south_africa.66.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		BOT = {
			if = {
				limit = {
					SAF = {
						controls_state = 542
					}
				}
				transfer_state = 542
			}
		}
		SAF = {
			puppet = BOT
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		BOT = {
			if = {
				limit = {
					SAF = {
						controls_state = 542
					}
				}
				transfer_state = 542
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = BOT
		}
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_the_domain_of_liu_wenhui
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_the_domain_of_liu_wenhui
	icon = GFX_focus_PRC_reorganize_divisions
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = SIC_the_sichuan_clique
	}
	relative_position_id = SIC_the_sichuan_clique
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = SIC_modify_sichuan_clique_modifier_tt
		add_to_variable = {
			SIC_sichuan_clique_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			SIC_sichuan_clique_supply_combat_penalties_on_core_factor = -0.05
			tooltip = supply_combat_penalties_on_core_factor_tt
		} {
			SIC_sichuan_clique_army_core_attack_factor = 0.05
			tooltip = army_core_attack_factor_tt
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_increase_education_funding
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_increase_education_funding
	icon = GFX_focus_generic_university_2
	prerequisite = {
		focus = PER_stand_with_giants
	}
	x = -5
	y = 1
	relative_position_id = PER_stand_with_giants
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = PER_stand_with_giants_tt CHL_skip_one_line_tt
		add_to_variable = {
			PER_giants_research = 0.02
			tooltip = research_speed_factor_tt
		}
		add_tech_bonus = {
			name = PER_increase_education_funding_bonus
			bonus = 0.25
			uses = 2
			category = electronics
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_great_world_revolution
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, unlock_decision_category_tooltip
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_great_world_revolution
	prerequisite = {
		focus = PRU_the_final_march PRU_liberate_all_cab
	}
	icon = GFX_focus_ARG_no_gods_no_masters
	x = -2
	y = 2
	relative_position_id = PRU_hit_colombia
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 1000000
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = PRU_apra_core
		unlock_decision_category_tooltip = PRU_the_great_world_revolution_decision
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: CRC_moises_frumencio_da_costa_gomez
Source: game
File: common/characters/CRC.txt

Code:
CRC_moises_frumencio_da_costa_gomez = {
	name = Moises Frumencio da Costa Gomez
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_south_america_generic_navy_2.dds
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}