Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: PRC_cai_chang
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_cai_chang = {
	name = PRC_cai_chang
	gender = female
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_cai_chang
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_cai_chang
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_member_of_central_committee
		}
	}
}
### Entity: Idea
Component: SWE_politiburo
Constructs: communism_drift, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_politiburo = {
	picture = POL_ideology_drift_defence
	allowed = {
		original_tag = SWE
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.15
		party_popularity_stability_factor = 0.15
	}
	removal_cost = -1
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_patriotism_over_internationalism
Constructs: prerequisite, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_patriotism_over_internationalism
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = TUR_kemalist_socialist_theory
	}
	x = 0
	y = 1
	relative_position_id = TUR_kemalist_socialist_theory
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 120
	}
}
### Entity: AI Strategy
Component: AUS_panic_train_divisions
Constructs: has_country_flag, has_dlc, has_game_rule, build_army
Source: game
File: common/ai_strategy/AUS.txt

Code:
AUS_panic_train_divisions = {
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_ANTI_ANSCLUSS_STRESS
			}
		}
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = build_army
		id = mountaineers
		value = 12
	} {
		type = build_army
		id = infantry
		value = 24
	}
}
### Entity: Country History
Country: SIC
Component: SIC_army
Source: game
File: history/countries/SIC - Sichuan.txt

Code:
# OOB & Army Setup for SIC
oob = SIC_1936_sea
### Entity: State History
Component: 916
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/916-Perak.txt

Code:
state = {
	id = 916
	name = STATE_916
	resources = {
		rubber = 25
	}
	history = {
		owner = MAL
		add_core_of = MAL SAR
		add_claim_by = BRN
		add_to_array = {
			state_victory_points = 10199
		}
		victory_points = {
			10199 1
		}
		buildings = {
			infrastructure = 2
			10199 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1306 1335 4282 4338 7358 10143 10199 10212 10240 12171 12186 12228
	}
	manpower = 291355
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_oust_capitalists
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_oust_capitalists
	icon = GFX_goal_generic_ban_aristocrats
	cost = 5
	x = 1
	y = 1
	relative_position_id = LUX_begin_workers_revolution
	prerequisite = {
		focus = LUX_begin_workers_revolution
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = r56_LUX_nationalised_companies
			days = 365
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Military Industrial Organization
Component: KOR_bong_dao_bo_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_bong_dao_bo_organization = {
	name = KOR_bong_dao_bo
	include = generic_raider_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 918
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_raiding_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			surface_visibility = -0.05
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_sing_katyusha_sing_focus_old
Constructs: prerequisite, limit, add_ideas, has_war_with, is_major, completion_reward, has_tech, has_dlc
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_sing_katyusha_sing_focus_old
	text = SOV_sing_katyusha_sing_focus
	icon = GFX_goal_soviet_rocketry
	prerequisite = {
		focus = SOV_lessons_of_war_old
	}
	available = {
		any_other_country = {
			is_major = yes
			has_war_with = ROOT
		}
		has_tech = motorized_rocket_unit
	}
	x = 2
	y = 1
	relative_position_id = SOV_lessons_of_war_old
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SOV_sing_katyusha_sing
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SOV_gaz_organization = {
				add_mio_funds = 500
				complete_mio_trait = SOV_mio_trait_katyusha_rocket_production
			}
		}
		else = {
			custom_effect_tooltip = available_designer manufacturer_applies_bonus_instantly_tooltip
			show_ideas_tooltip = SOV_voronezh_komintern_factory
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_royal_air_force
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_royal_air_force
	icon = GFX_goal_AFG_air_force
	x = 24
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 15
		custom_effect_tooltip = r56_newline
		add_doctrine_cost_reduction = {
			name = air_doctrine_research
			cost_reduction = 0.75
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modding Documentation
Construct: fuel_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### fuel_k
* description: total fuel of country in thousands
### Entity: National Focus
Tree: swe_focus
Component: SWE_defend_the_baltics
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_faction_leader, every_other_country, is_in_faction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_defend_the_baltics
	icon = GFX_focus_generic_baltic_entente
	prerequisite = {
		focus = SWE_the_northern_lights SWE_neutral_no_more
	}
	relative_position_id = SWE_the_northern_lights
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			country_exists = EST LAT LIT
		}
		NOT = {
			has_completed_focus = SWE_prince_gustafs_coup
		}
	}
	completion_reward = {
		if = {
			limit = {
				SWE = {
					is_faction_leader = yes
				}
			}
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = fascism communism
					}
					gen_is_baltic_country = yes
				}
				country_event = generic.5
			}
		}
		else = {
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = fascism communism
					}
					gen_is_baltic_country = yes
				}
			}
			SWE = {
				diplomatic_relation = {
					country = PREV
					relation = guarantee
					active = yes
				}
			}
		}
	}
}
### Entity: Name List
Component: LIB
Source: game
File: common/names/00_names.txt

Code:
LIB = {
	male = {
		names = {
			Aaron Alexander Andre Benton Caesar Cathay Charles Colin Ebenezer Edgar Edward Frederick George Henry James Joseph Lewis Lloyd Matin Michael Milton Osborne Robert Samuel Stewart Thomas William Wilson
		}
	}
	female = {
		names = {
			Arway Donyen Japlo Nyonontee Sorntee Mary Jane
		}
	}
	surnames = {
		Anderson Antoine Augusta Basset Beaty Blake Brooks Brown Cailloux Carney Delany Douglass Fields Flipper Gardner Griffin Hawkins Holland Jackson King Mink Nell Pinn Ratcliff Remond Smith Stukes Tubman Veale
	}
	callsigns = {

	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.24
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.24
	title = AAT_Sweden_nationalists.24.t
	desc = AAT_Sweden_nationalists.24.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.24.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Misc Config
Component: faction_controlled_balkan_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
faction_controlled_balkan_states = {
	input = constant:state_groups.balkans
	operators = {
		limit = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_BALKAN_STATES
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_tank_equipment_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_tank_equipment_6 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_tank_equipment
		value = 1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_capital_ships
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_capital_ships
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = ROM_black_sea_dominance
	}
	x = 1
	y = 1
	relative_position_id = ROM_black_sea_dominance
	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 = {
		add_tech_bonus = {
			name = ROM_capital_ships
			bonus = 1.0
			uses = 2
			category = ca_tech bb_tech bc_tech
		}
	}
}
### Entity: Event
Component: austria.48
Constructs: is_triggered_only, random_days, random_hours
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.48
	title = austria.48.t
	desc = austria.48.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.48.a
		country_event = {
			id = austria.49
			days = 10
			random_days = 5
			random_hours = 24
		}
	}
}
### Entity: Modding Documentation
Construct: air_intel
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### air_intel
* description: air intel against a target country. example GER.air_intel@ENG
### Entity: AI Strategy
Component: EAI_GER_air_production_early
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_air_production_early = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			date = < 1940.6.1
			FRA = {
				EAI_THIS_is_threat_to_PREV = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 30
	} {
		type = unit_ratio
		id = cas
		value = -35
	} {
		type = unit_ratio
		id = naval_bomber
		value = -20
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.157
Constructs: is_triggered_only, give_resource_rights, give_military_access, set_state_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.157
	is_triggered_only = yes
	hidden = yes
	immediate = {
		transfer_state = 419 420 416 1000 1004
		PER = {
			give_resource_rights = {
				receiver = SOV
				state = 411
			} {
				receiver = SOV
				state = 412
			} {
				receiver = ENG
				state = 413
			}
			give_military_access = ROOT
		}
		411 = {
			set_state_flag = SOV_soviet_resource_rights_iran_flag
		}
		412 = {
			set_state_flag = SOV_soviet_resource_rights_iran_flag
		}
		413 = {
			set_state_flag = SOV_british_resource_rights_iran_flag
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_RGB_ireland_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RGB_ireland_state = {
	OR = {
		state = 119 113 134 135 932
	}
}
### Entity: Character
Component: QUE_author
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
QUE_author = {
	random = no
	sprite = 13
	stability_factor = 0.1
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_form_a_fifth_column_old
Constructs: has_completed_focus, create_country_leader, limit, add_ideas, remove_ideas, has_country_flag, completion_reward, has_game_rule
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_form_a_fifth_column_old
	text = SOV_form_a_fifth_column
	icon = GFX_goal_SOV_trot_destalinization
	mutually_exclusive = {
		focus = SOV_great_purge
	}
	x = 29
	y = 0
	offset = {
		x = -26
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SOV_counter_coup_old
		}
	}
	relative_position_id = SOV_great_purge
	cost = 14.3
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_great_purge
			}
		}
	}
	available = {
		date = < 1937.2.1
		custom_trigger_tooltip = {
			tooltip = SOV_no_major_purge_tt
			check_variable = {
				SOV_great_purge_counter = < 1
			}
		}
	}
	bypass = {
		has_country_flag = trotsky_check
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	select_effect = {
		if = {
			limit = {
				OR = {
					has_country_leader = {
						name = Iosif Stalin
					} {
						name = Kliment Voroshilov
					}
				}
			}
			country_event = {
				id = r56.soviet.18
				days = 1
			}
		}
		set_country_flag = SOV_fifth_column_started SOV_no_purge_events
		remove_ideas = SOV_genrikh_yagoda
		add_ideas = SOV_nikolay_yezhov
	}
	completion_reward = {
		custom_effect_tooltip = SOV_fifth_column_tt
		hidden_effect = {
			set_country_flag = trotsky_check counter_purge
			217 = {
				set_state_name = SOV_Volgograd
			}
			set_province_name = {
				id = 3529
				name = SOV_Volgograd
			}
			country_event = {
				id = r56.soviet.24
				days = 7
			} {
				id = r56.soviet.24
				days = 7
			}
			news_event = {
				id = r56.soviet.27
				days = 1
			}
			if = {
				limit = {
					has_country_flag = vlasov_yes
				}
				set_country_flag = vlasov_help_coup
			} {
				limit = {
					has_country_flag = yes_politcal_people
				}
				SOV_pavel_milyukov = {
					clr_character_flag = SOV_exiled_flag
				}
			} {
				limit = {
					has_country_flag = yes_generals
				}
				SOV_anatoly_rogozhin = {
					clr_character_flag = SOV_exiled_flag
				}
				SOV_konstantin_nechaev = {
					clr_character_flag = SOV_exiled_flag
				}
			} {
				limit = {
					has_country_flag = yes_to_exiles_1
					NOT = {
						has_country_flag = yes_to_exiles_2 yes_to_exiles_3
					}
				}
				add_ideas = SOV_internal_chaos_1
				add_timed_idea = {
					idea =
# ... (truncated)
### Entity: Military Industrial Organization
Component: GER_dornier_organization
Constructs: has_completed_focus, has_country_flag, add_trait, equipment_bonus, maximum_speed, has_mio_size, set_country_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_dornier_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_dornier
	allowed = {
		original_tag = GER
	}
	add_trait = {
		token = GER_mio_trait_flying_boat_specialist
		name = GER_mio_trait_flying_boat_specialist
		icon = GFX_generic_mio_trait_icon_torpedo_attack
		special_trait_background = yes
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_skip_bombing
		all_parents = {
			generic_mio_trait_skip_bombing
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.03
			naval_strike_attack = 0.05
		}
	} {
		token = GER_mio_trait_schnellbomber_doctrine
		name = GER_mio_trait_schnellbomber_doctrine
		icon = GFX_generic_mio_department_icon_plane_medium_engine
		special_trait_background = yes
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_refined_engines
		all_parents = {
			generic_mio_trait_refined_engines
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			maximum_speed = 0.1
		}
	} {
		token = GER_mio_trait_hamburger_flugzeugbau
		name = GER_mio_trait_hamburger_flugzeugbau
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = @aircraft_hamburger_X
			y = @aircraft_hamburger_Y
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {
			FROM = {
				mio:GER_blohm_und_voss_organization = {
					has_mio_size = > 4
				}
				NOT = {
					has_country_flag = GER_hamburger_flugzeugbau_trait_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = GER_hamburger_flugzeugbau_trait_taken_flag
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_aerodynamic_research_insitute
		name = GER_mio_trait_aerodynamic_research_insitute
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = GER_mio_trait_flying_boat_specialist
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {
			FROM = {
				has_completed_focus = GER_aerodynamic_research_institute
				NOT = {
					has_country_flag = GER_mio_trait_aerodynamic
# ... (truncated)
### Entity: Character
Component: AUS_viktor_seebauer
Source: game
File: common/characters/AUS.txt

Code:
AUS_viktor_seebauer = {
	advisor = {
		slot = high_command
		idea_token = AUS_viktor_seebauer
		ledger = air
		allowed = {
			original_tag = AUS
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	name = AUS_viktor_seebauer
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Modifier Reference
Construct: initiative_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## initiative_factor

* Number with 1 decimal places
* **Categories**: unit_leader, country
### Entity: Event
Component: CHI_warlords.38
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, send_equipment, set_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.38
	title = CHI_warlords.38.t
	desc = CHI_warlords.38.desc
	picture = GFX_report_event_DEN_denmark_surrenders
	is_triggered_only = yes
	option = {
		name = CHI_warlords.38.a
		send_equipment = {
			equipment = infantry_equipment
			amount = 4000
			target = FROM
		}
		FROM = {
			set_country_flag = CHI_SOV_4k_guns
			country_event = CHI_warlords.39
		}
	} {
		name = CHI_warlords.38.b
		send_equipment = {
			equipment = infantry_equipment
			amount = 1500
			target = FROM
		}
		FROM = {
			set_country_flag = CHI_SOV_15k_guns
			country_event = CHI_warlords.39
		}
	} {
		name = CHI_warlords.38.c
		add_political_power = 25
		add_opinion_modifier = {
			target = FROM
			modifier = refused_cooperation
		}
		FROM = {
			set_country_flag = CHI_SOV_0k_guns
			country_event = CHI_warlords.39
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_total_eletrification
Constructs: prerequisite, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_total_eletrification
	icon = GFX_goal_power_plant
	prerequisite = {
		focus = IRQ_modernisation_of_rural_villages
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_total_eletrification
			bonus = 1
			uses = 1
			category = electronics
		}
		random_owned_controlled_state = {
			prioritize = {
				291
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_our_equine_pride
Constructs: prerequisite, limit, add_ideas, completion_reward, has_any_grand_doctrine, add_doctrine_cost_reduction, has_dlc, has_subdoctrine_in_track
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_our_equine_pride
	icon = GFX_focus_generic_horse_studs
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = KAL_establishing_an_army
	}
	relative_position_id = KAL_establishing_an_army
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = KAL_moderate_cavalry_supremacy
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ETH_national_studs_idea
		if = {
			limit = {
				NOT = {
					has_any_grand_doctrine = land
				}
			}
			add_doctrine_cost_reduction = {
				name = JAP_the_art_of_warfare
				cost_reduction = 0.75
				uses = 1
				category = land_doctrine
			}
			army_experience = 20
		}
		else_if = {
			limit = {
				has_dlc = No Compromise, No Surrender
				has_any_grand_doctrine = land
				has_subdoctrine_in_track = infantry
				NOT = {
					has_doctrine = mounted_infantry
				}
			}
			add_doctrine_cost_reduction = {
				name = JAP_the_art_of_warfare
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
			army_experience = 20
		} {
			limit = {
				NOT = {
					has_dlc = No Compromise, No Surrender
				} {
					has_doctrine = mounted_infantry
				}
				has_any_grand_doctrine = land
				has_subdoctrine_in_track = infantry
			}
			add_doctrine_cost_reduction = {
				name = JAP_the_art_of_warfare
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
			army_experience = 50
		} {
			limit = {
				has_any_grand_doctrine = land
				has_doctrine = mounted_infantry
			}
			add_daily_mastery = {
				amount = 0.75
				days = 365
				name = KAL_our_equine_pride
				track = infantry
			}
		}
		else = {
			set_sub_doctrine = mounted_infantry
			add_daily_mastery = {
				amount = 0.2
				days = 365
				name = KAL_our_equine_pride
				track = infantry
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ARM_diaspora_funding
Constructs: research_speed_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/armenia.txt

Code:
ARM_diaspora_funding = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.05
		industrial_capacity_factory = 0.05
		political_power_factor = -0.1
		research_speed_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Ulithi Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Ulithi Kichi Shubitai
	location = 13029
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: INS_economy_idea_two
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_economy_idea_two = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = INS_economy_idea
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.1
		industrial_capacity_dockyard = 0.15
	}
}