Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: INS_loyalist_events.32
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.32
	title = INS_loyalist_events.32.t
	desc = INS_loyalist_events.32.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.32.a
		indonesia_phillipines_unite_effect = yes
	}
}
### Entity: Character
Component: NZL_h_d_mcgregor
Source: game
File: common/characters/NZL.txt

Code:
NZL_h_d_mcgregor = {
	name = NZL_h_d_mcgregor
	portraits = {
		army = {
			small = GFX_idea_NZL_h_d_mcgregor
		}
	}
	advisor = {
		slot = high_command
		idea_token = NZL_h_d_mcgregor
		ledger = air
		allowed = {
			original_tag = NZL
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: JAP_japanese_chinese_friendship
Constructs: limit, has_government, has_war_with, is_subject, is_in_faction_with, clr_country_flag, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_japanese_chinese_friendship = {
	allowed = {
		always = no
	}
	picture = JAP_new_order_in_east_asia_idea
	allowed_civil_war = {
		OR = {
			AND = {
				tag = JAP
				has_government = neutrality
				CHI = {
					NOT = {
						has_government = communism
					}
				}
			} {
				tag = CHI
				NOT = {
					has_government = communism
				}
				JAP = {
					has_government = neutrality
				}
			}
		}
	}
	cancel = {
		OR = {
			AND = {
				tag = JAP
				is_subject = yes
				has_war_with = CHI
				NOT = {
					is_in_faction_with = CHI
				}
			} {
				tag = CHI
				is_subject = yes
				has_war_with = JAP
				NOT = {
					is_in_faction_with = JAP
				}
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				tag = JAP
				is_in_faction_with = CHI
				CHI = {
					is_subject = no
				}
			}
			JAP = {
				dismantle_faction = yes
				clr_country_flag = JAP_CHI_pact_is_active_flag
			}
		}
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = JAP_dimantle_faction_tt
		communism_acceptance = -100
	}
}
### Entity: Country History
Country: ADO
Component: ADO_politics
Constructs: add_ideas, set_popularities, set_politics
Source: game
File: history/countries/ADO - Andorra.txt

Code:
# Politics & Parties for ADO
add_ideas = {
	closed_economy disarmed_nation neutrality_idea
}
set_popularities = {
	neutrality = 70
	communism = 5
	fascism = 5
	democratic = 20
}
set_politics = {
	ruling_party = neutrality
	last_election = 1935.1.1
	election_frequency = 48
	elections_allowed = yes
}
### Entity: Idea
Component: GER_pro_german_propaganda
Constructs: fascism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_pro_german_propaganda = {
	allowed = {
		always = yes
	}
	picture = generic_artistic_propaganda
	modifier = {
		drift_defence_factor = -0.1
		fascism_drift = 0.05
		fascism_acceptance = 20
	}
}
### Entity: State History
Component: 191
Constructs: add_core_of
Source: game
File: history/states/191-Tartu.txt

Code:
state = {
	id = 191
	name = STATE_191
	history = {
		owner = EST
		victory_points = {
			9221 1
		} {
			592 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = EST
	}
	provinces = {
		592 6178 6408 9221 9485
	}
	manpower = 225840
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: Character
Component: FRI_gabriel_sabattier
Source: game
File: common/characters/FRI.txt

Code:
FRI_gabriel_sabattier = {
	name = FRI_gabriel_sabattier
	portraits = {
		army = {
			small = GFX_idea_FRA_generic_land_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRI_gabriel_sabattier
		ledger = army
		allowed = {
			original_tag = FRI
		}
		traits = {
			army_entrenchment_2
		}
		ai_will_do = {
			factor = 1
		}
		cost = 100
	}
}
### Entity: Country History
Country: IRE
Component: IRE_technology
Constructs: set_technology
Source: game
File: history/countries/IRE - Ireland.txt

Code:
# Starting Technologies for IRE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	fuel_silos = 1
	basic_train = 1
}
### Entity: Idea
Component: WES_ncm
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = WES
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_REQUEST_LICENSED_PRODUCTION_ENABLE_TRIGGER
Constructs: limit, has_government, has_game_rule, allow_licensing, is_in_faction_with
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_REQUEST_LICENSED_PRODUCTION_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_licensing
				option = FREE
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_licensing
				option = SAME_IDEOLOGY
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_LICENSING_SAME_IDEOLOGY_TT
			has_government = FROM
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_licensing
				option = SAME_FACTION
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_LICENSING_SAME_FACTION_TT
			is_in_faction_with = FROM
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_licensing
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_LICENSING_BLOCKED_TT
			always = no
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reinstate_the_imperial_council
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, has_game_rule, every_other_country
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_reinstate_the_imperial_council
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = AUS_austria_against_fascism
	}
	mutually_exclusive = {
		focus = AUS_austromarxism_focus AUS_hold_elections
	}
	x = 0
	y = 1
	relative_position_id = AUS_austria_against_fascism
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = AUS_hold_elections AUS_austromarxism_focus AUS_totalitarian_safety
				}
			}
		}
	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_reinstate_the_imperial_council
		}
	}
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			AUS_herrenhaus_and_vf_leaders_setup = yes
			every_other_country = {
				limit = {
					original_tag = GER
					has_government = fascism
				}
				country_event = {
					id = AUS_political_events.15
					days = 3
				}
			}
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		IF = {
			limit = {
				NOT = {
					has_global_flag = HUN_otto_von_habsburg_has_joined_hungary_flag
				}
			}
			HUN = {
				HUN_otto_von_habsburg = {
					set_nationality = AUS
					promote_character = yes
				}
			}
			set_global_flag = AUS_otto_von_habsburg_has_joined_austria_flag
			news_event = {
				id = AUS_news_events.7
				hours = 48
			}
		}
		ELSE_IF = {
			limit = {
				has_global_flag = HUN_otto_von_habsburg_has_joined_hungary_flag
			}
			AUS_ernst_rudiger_starhemberg = {
				remove_country_leader_trait = {
					ideology = despotism
					trait = anti_communist
				}
				add_country_leader_trait = AUS_prince_of_starhemberg
				promote_character = yes
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = AUS_neutrality_herrenhaus_long
			name = AUS_neutrality_herrenhaus
		} {
			ideology = fascism
			long_name = AUS_fascism_vaterlandische_front_long
			name = AUS_fascism_vaterlandische_front
		}
	}
}
### Entity: Character
Component: XSM_ma_buqing
Constructs: has_dlc
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_ma_buqing = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_buqing
		portraits = {
			army = {
				small = GFX_idea_generic_army_asia_3
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_buqing
			allowed = {
				original_tag = XSM
			}
			traits = {
				army_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_buqing
		portraits = {
			army = {
				large = GFX_portrait_GSM_ma_buqing
				small = GFX_portrait_GSM_ma_buqing_small
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			ideology = despotism
			traits = {
				GSM_staunch_anti_communist
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_tech_slot_3
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_tech_slot_3
	icon = GFX_focus_generic_socialist_science
	x = 4
	y = 1
	relative_position_id = BRA_align_with_moscow
	prerequisite = {
		focus = BRA_align_with_moscow BRA_oust_prestes BRA_cangaco_coup
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_establish_air_academy
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_establish_air_academy
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = PER_luftwaffe_planes PER_raf_planes
	}
	x = 1
	y = 1
	relative_position_id = PER_raf_planes
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_iranian_airforce_ns_intro
		add_to_variable = {
			PER_airforce_modifier_air_ace_generation_chance_factor = 0.15
			tooltip = air_ace_generation_chance_factor_tt
		} {
			PER_airforce_modifier_air_doctrine_cost_factor = -0.1
			tooltip = air_doctrine_cost_factor_tt
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_chiefs_of_staff_committee
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_chiefs_of_staff_committee
	prerequisite = {
		focus = air_rearmament_focus
	} {
		focus = naval_rearmament_focus
	}
	available = {

	}
	continue_if_invalid = yes
	icon = GFX_focus_eng_chiefs_of_staff_committee
	x = 2
	y = 1
	relative_position_id = air_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 10
		navy_experience = 10
		air_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = ENG_chiefs_of_staff_committee_idea
	}
}
### Entity: Unit Template
Component: ARG_CV_HISTORICAL
Source: game
File: common/units/names_ships/ARG_ship_names.txt

Code:
ARG_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		ARG
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARA 
	fallback_name = Portaaviones %d
	unique = {
		Independencia República General San Martín
	}
}
### Entity: Event
Component: vietnam.5
Constructs: is_triggered_only
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.5
	title = vietnam.5.t
	desc = vietnam.5.d
	picture = GFX_report_event_malayan_emergency
	is_triggered_only = yes
	option = {
		name = vietnam.5.a
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_cac_boomerang
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_cac_boomerang
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = AST_expand_the_raaf
	}
	x = -1
	y = 1
	relative_position_id = AST_expand_the_raaf
	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_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = AST_cac_boomerang
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = light_fighter
			}
		}
		else = {
			add_tech_bonus = {
				name = AST_cac_boomerang
				bonus = 1.0
				uses = 1
				category = light_fighter
			}
			create_equipment_variant = {
				name = CAC Boomerang
				type = small_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = drop_tanks
				}
			}
		}
	}
}
### Entity: State History
Component: 375
Constructs: add_core_of
Source: game
File: history/states/375-Texas.txt

Code:
state = {
	id = 375
	name = STATE_375
	manpower = 5824712
	state_category = metropolis
	resources = {
		oil = 210
		aluminium = 50
		coal = 11
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 9
			air_base = 3
			10337 = {
				naval_base = 3
			}
			6785 = {
				naval_base = 1
			}
		}
		add_core_of = USA
		victory_points = {
			10337 10
		} {
			3960 10
		} {
			12782 1
		}
	}
	provinces = {
		805 1500 1915 1927 1954 1998 2019 2042 2055 2082 3875 3960 3972 4577 4884 4955 5001 5022 5038 5061 5085 6785 6798 6968 6987 7628 7836 7981 8064 9773 9829 9908 9920 10337 10504 10740 10778 10861 10894 12301 12341 12369 12410 12486 12728 12782 12848 12875 12893
	}
	local_supplies = 9.0
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_the_question_of_leadership
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_the_question_of_leadership
	icon = GFX_focus_jap_manchurian_project
	prerequisite = {
		focus = MAN_tsr_strengthen_the_manchukuo_imperial_army
	} {
		focus = MAN_tsr_further_mobilization
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_strengthen_the_manchukuo_imperial_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = tsr_manchukuo.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = {
			MAN_aisin_gioro_puyi
		}
	}
}
### Entity: AI Strategy
Component: CHI_befriend_america
Constructs: has_completed_focus, has_war, is_literally_china, has_opinion, has_idea, has_manpower
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_befriend_america = {
	name = Befriend America
	desc = Teaches the AI to make friends with britain to progress further down the tree
	allowed = {
		is_literally_china = yes
	}
	enable = {
		has_completed_focus = CHI_mission_to_the_us
		USA = {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
		OR = {
			has_war = no
			AND = {
				NOT = {
					has_idea = civilian_economy
				}
				OR = {
					NOT = {
						has_idea = volunteer_only
					}
					has_manpower = > 200000
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = CHI_the_hump
			USA = {
				has_opinion = {
					target = ROOT
					value = > 90
				}
			}
			AND = {
				has_war = yes
				OR = {
					has_idea = civilian_economy
					AND = {
						has_idea = volunteer_only
						has_manpower = < 200000
					}
				}
			}
		}
	}
	focus_factors = {
		CHI_the_hump = 20
		CHI_hire_chennault = 20
		CHI_fighter_purchases = 20
		CHI_invite_the_flying_tigers = 20
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = befriend
		id = USA
		value = 200
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_open_the_agricultural_bank
Constructs: prerequisite, limit, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_open_the_agricultural_bank
	icon = GFX_goal_generic_banking_legislation
	prerequisite = {
		focus = PHI_follow_the_american_way
	}
	relative_position_id = PHI_follow_the_american_way
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_political_power = 75
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: TAN_MAR_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dya Tuvanska Div. Morskoi Pekhoty
	ordered = {
		1 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		2 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		3 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		4 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		5 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		6 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		7 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		8 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		9 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
		10 = {
			%dya Tuvanska Div. Morskoi Pekhoty
		}
	}
}
### Entity: Order of Battle
Component: 10. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 10. Kuva-yi Milliye Tugayi
	location = 3870
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Achievement
Component: treading_the_narrow_path
Constructs: has_completed_focus, has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
treading_the_narrow_path = {
	id = 84
	possible = {
		tag = HOL
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		NOT = {
			has_completed_focus = HOL_cave_to_the_germans
		} {
			has_country_flag = HOL_lost_starting_state
		}
		has_completed_focus = HOL_the_zuiderzee_works
		date = > 1945.01.01
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_request_foreign_support
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, every_country, has_war_with, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_request_foreign_support
	icon = GFX_focus_ger_reichskommisariats
	relative_position_id = CHL_proliferate_national_populism
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_proliferate_national_populism CHL_more_funds_or_the_propaganda_department
	}
	mutually_exclusive = {

	}
	available = {
		NOT = {
			has_completed_focus = CHL_commence_the_counter_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		base = 1.5
	}
	completion_reward = {
		every_country = {
			limit = {
				has_government = fascism
				NOT = {
					OR = {
						tag = ROOT
						has_war_with = ROOT
					}
				}
				has_war = no
				is_subject = no
			}
			country_event = {
				id = CHL_political_events.29
				days = 1
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHL_one_more_fascist_focus_done = yes
	}
}
### Entity: Modifier Reference
Construct: air_manpower_requirement_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_manpower_requirement_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: National Focus
Tree: phi_focus
Component: PHI_secure_the_east_indies
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, has_army_manpower, is_subject, has_war_with_major
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_secure_the_east_indies
	icon = GFX_goal_HOL_suppress_indonesia
	prerequisite = {
		focus = PHI_greater_philippines_concept
	}
	relative_position_id = PHI_greater_philippines_concept
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 50
			has_army_manpower = {
				size = > 199999
			}
			335 = {
				owner = {
					OR = {
						is_subject = no
						has_war_with_major = yes
					}
				}
			}
		}
	}
	available = {
		is_subject = no
		any_country = {
			any_owned_state = {
				is_core_of = INS
			}
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = INS
	completion_reward = {
		every_country = {
			limit = {
				any_owned_state = {
					is_core_of = INS
				}
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: GRE_large_payment_to_french_debt_effect
Constructs: limit, add_to_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_large_payment_to_french_debt_effect = {
	custom_effect_tooltip = GRE_large_payment_to_french_debt_effect_tt
	hidden_effect = {
		subtract_from_variable = {
			var = GRE_debt_to_the_ifc_france_var
			value = 5
		}
		add_to_variable = {
			var = GRE_debt_to_the_ifc_paid_var
			value = 5
		}
		if = {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_france_var
					value = 0
					compare = less_than
				}
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_france_var
				value = 0
			}
		}
		GRE_debt_check_effect = yes
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_political_unity
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_political_unity
	icon = GFX_goal_generic_intelligence_exchange
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_national_regeneration
	}
	relative_position_id = FRA_national_regeneration
	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_STABILITY
	}
	completion_reward = {
		remove_ideas = {
			FRA_disjointed_government
		}
		add_popularity = {
			ideology = fascism
			popularity = party_popularity@neutrality
		} {
			ideology = neutrality
			popularity = -1
		}
	}
}
### Entity: Country History
Country: FIJ
Component: FIJ_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/FIJ - Fiji.txt

Code:
# Politics & Parties for FIJ
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 6
	communism = 6
	neutrality = 38
}
### Entity: Idea
Component: BRA_lloyd_brasileiro_idea
Constructs: has_dlc, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/brazil.txt

Code:
BRA_lloyd_brasileiro_idea = {
	name = BRA_lloyd_brasileiro_idea
	picture = BRA_lloyd_brasilero
	allowed = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
	}
	available = {

	}
	visible = {

	}
	cost = 150
	removal_cost = 10
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		repair_speed_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
	traits = {
		ICE_shipping_concern
	}
}