Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_plan_z
Constructs: has_completed_focus, prerequisite, limit, completion_reward, complete_tooltip, add_mastery_bonus, add_doctrine_cost_reduction, has_dlc
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_plan_z
	icon = GFX_focus_generic_air_carrier
	prerequisite = {
		focus = GER_strengthen_the_kriegsmarine
	}
	x = -2
	y = 1
	relative_position_id = GER_strengthen_the_kriegsmarine
	cost = 5
	available = {
		OR = {
			NOT = {
				has_completed_focus = GER_trade_interdiction
			}
			has_completed_focus = GER_unrestricted_convoy_raiding
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_mastery_bonus = {
			name = GER_plan_z
			bonus = 0.2
			days = 180
			grand_doctrine = new_fleet_in_being
		}
		add_doctrine_cost_reduction = {
			name = GER_plan_z
			cost_reduction = 0.25
			uses = 1
			category = naval_doctrine
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:GER_germaniawerft_organization = {
				unlock_mio_trait_tooltip = GER_mio_trait_history_of_battleships
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_plan_z_lock_other_focus_tt
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_empower_the_shogun
Constructs: prerequisite, add_war_support, add_stability, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_empower_the_shogun
	icon = GFX_focus_JAP_empower_the_shogun
	mutually_exclusive = {
		focus = JAP_empower_the_emperor
	}
	x = -1
	y = 1
	relative_position_id = JAP_embrace_kokutai
	prerequisite = {
		focus = JAP_embrace_kokutai
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_stability = -0.15
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_militarism
			add_idea = JAP_militarism_shogunate
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_repeal_the_native_representation_act
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, add_political_power, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_repeal_the_native_representation_act
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = SAF_empower_the_workers
	}
	x = 1
	y = 1
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		communism = > 0.1
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 120
		add_ideas = SAF_black_volunteers
		swap_ideas = {
			remove_idea = SAF_ossewabrandwag
			add_idea = SAF_ossewabrandwag_2
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: FRA_escort_fleet_3
Source: game
File: common/ai_navy/fleet/FRA_fleet_templates.txt

Code:
FRA_escort_fleet_3 = {
	required_taskforces = {
		FRA_ConvoyEscort_1 = 2
	}
	optional_taskforces = {
		FRA_ConvoyEscort_1 = 2
	}
}
### Entity: Event
Component: news.336
Constructs: has_war_with, is_fully_controlled_by, has_global_flag, set_global_flag, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.336
	title = news.336.title
	desc = news.336.desc
	picture = GFX_news_event_047
	major = yes
	trigger = {
		375 = {
			is_fully_controlled_by = MEX
		}
		MEX = {
			has_war_with = USA
		}
		NOT = {
			has_global_flag = remember_the_alamo
		}
	}
	immediate = {
		set_global_flag = remember_the_alamo
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.336.a
		trigger = {
			OR = {
				TAG = MEX
				is_in_faction_with = MEX
			}
		}
	} {
		name = news.336.b
		trigger = {
			OR = {
				TAG = USA
				is_in_faction_with = USA
			}
		}
	} {
		name = news.336.c
		trigger = {
			NOT = {
				OR = {
					TAG = MEX USA
					is_in_faction_with = MEX USA
				}
			}
		}
	}
}
### Entity: Idea
Component: AFG_rsaf
Constructs: has_completed_focus, has_global_flag, has_opinion, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_rsaf = {
	picture = rsaf_enfield
	allowed = {
		original_tag = AFG
	}
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	available = {
		has_completed_focus = AFG_british_exchange_program
		ENG = {
			has_opinion = {
				target = ROOT
				value = > 59
			}
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_peruvian_military_youth
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_peruvian_military_youth
	prerequisite = {
		focus = PRU_Recovering_from_the_civil_war PRU_reform_the_constitution
	}
	icon = GFX_goal_generic_barrack_industry
	x = 1
	y = 1
	relative_position_id = PRU_Recovering_from_the_civil_war
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = PRU_military_youth_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Invite_the_Wehrwirtschaftsfuhrer
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Invite_the_Wehrwirtschaftsfuhrer
	icon = GFX_goal_GER_european_reich
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALLIANCE
	}
	prerequisite = {
		focus = DEN_German_Economic_Collaboration
	} {
		focus = DEN_Dano_German_Propaganda
	}
	x = -2
	y = 6
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		custom_effect_tooltip = available_designer available_designer
		show_ideas_tooltip = porsche_denmark Krupp_Denmark
	}
}
### Entity: Idea
Component: r56_CHL_hispanic_pan_nationalism
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
r56_CHL_hispanic_pan_nationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality fascism
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		war_support_factor = 0.05
	}
	picture = generic_fascism_drift_2
}
### Entity: Idea
Component: SIA_aircraft_production_advances_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_aircraft_production_advances_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_bomber_production_diverted
	modifier = {
		line_change_production_efficiency_factor = 0.12
		production_factory_efficiency_gain_factor = 0.12
		equipment_conversion_speed = 0.12
	}
}
### Entity: Idea
Component: idea_SIA_pacific_war_preparations
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_pacific_war_preparations = {
	name = idea_SIA_pacific_war_preparations
	allowed = {
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = 0.4
	}
}
### Entity: Idea
Component: POL_smpa
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_smpa = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	picture = generic_artillery_manufacturer_1
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Country History
Country: BAN
Component: BAN_characters
Constructs: recruit_character
Source: game
File: history/countries/BAN - Bangladesh.txt

Code:
# Leaders & Characters for BAN
recruit_character = BAN_pot BAN_aco2 BAN_mt BAN_ar BAN_fascist_guy BAN_acd2 BAN_ncm BAN_ai2 BAN_acas BAN_democratic_guy BAN_aa2 BAN_awt BAN_coi BAN_stc BAN_acgs BAN_nccr BAN_ncs BAN_nt BAN_communist_guy BAN_acr
### Entity: Character
Component: SHX_zhu_ting
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_zhu_ting = {
	name = SHX_zhu_ting
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_zhu_ting
		ledger = air
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_czech_tanks
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, set_technology, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_czech_tanks
	icon = GFX_focus_CZE_military_research_institute
	x = -1
	y = 1
	prerequisite = {
		focus = PRU_czech_equipment_aquisition
	}
	cost = 10
	relative_position_id = PRU_czech_equipment_aquisition
	ai_will_do = {
		factor = 5
	}
	available = {
		CZE = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					has_tech = basic_light_tank_chassis
				}
				PRU_ltp_template_and_production = yes
			}
			else = {
				set_technology = {
					basic_light_tank_chassis = 1
				}
				PRU_ltp_template_and_production = yes
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = light_tank_chassis
				amount = 350
				producer = CZE
			}
		}
		PRU_increase_army_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: JUNO_fascist_educator
Constructs: research_speed_factor, fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_fascist_educator = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	research_speed_factor = 0.15
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: TUR_rising_islamist_dissidence
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_rising_islamist_dissidence = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = raj_marginalized_muslim_community_angry
	removal_cost = -1
	modifier = {
		stability_weekly = -0.02
		democratic_drift = 0.03
	}
}
### Entity: Event
Component: r56_usa.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, limit, add_ideas, has_country_flag, add_political_power
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.7
	title = r56_usa.7.t
	desc = r56_usa.7.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1956.1.1 < 1957.1.1
		has_country_leader = {
			name = Dwight D. Eisenhower
			ruling_only = yes
		}
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = r56_usa.7.a
		ai_chance = {
			base = 25
			modifier = {
				OR = {
					has_game_rule = {
						rule = USA_ai_behavior
						option = FASCIST
					}
					has_country_flag = USA_AI_RANDOM_FASCIST
				}
				factor = 0
			}
		}
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = r56_usa.7.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = USA_democratic_party
			name = USA_democratic_party
		}
		add_ideas = new_deal
		retire_country_leader = yes
		add_political_power = 120
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		custom_effect_tooltip = usa_congress_elections_tt_good
		country_event = usa.31 usa.31
		create_country_leader = {
			name = Adlai Stevenson
			picture = gfx/leaders/USA/r56_portrait_USA_Adlai_Stevenson.dds
			expire = 1965.1.1
			ideology = liberalism
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_sway_the_count
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, remove_trait, has_idea, add_trait
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_sway_the_count
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = wuw_HUN_institute_corporatism wuw_HUN_a_roman_catholic_state
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_institute_corporatism
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		hidden_effect = {
			remove_trait = {
				character = HUN_fidel_palffy
				slot = political_advisor
				trait = nazi_sympathizer
			}
		} {
			IF = {
				limit = {
					NOT = {
						has_idea = HUN_fidel_palffy
					}
					amount_taken_ideas = {
						amount = < 3
						slots = {
							political_advisor
						}
					}
				}
				add_ideas = HUN_fidel_palffy
			}
		}
		add_trait = {
			character = HUN_fidel_palffy
			slot = political_advisor
			trait = HUN_the_national_socialist_count
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_idea = HUN_fidel_palffy
				}
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			}
			custom_effect_tooltip = HUN_hire_fidel_palffy_tt
		}
	}
}
### Entity: Unit Template
Component: MAN_PAR_01
Source: game
File: common/units/names_divisions/MAN_names_divisions.txt

Code:
MAN_PAR_01 = {
	name = Parachute Division
	for_countries = {
		MAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Man'chu Sanbing Shi
	ordered = {
		1 = {
			%d Man'chu Sanbing Shi
		}
		2 = {
			%d Man'chu Sanbing Shi
		}
		3 = {
			%d Man'chu Sanbing Shi
		}
		4 = {
			%d Man'chu Sanbing Shi
		}
		5 = {
			%d Man'chu Sanbing Shi
		}
		6 = {
			%d Man'chu Sanbing Shi
		}
		7 = {
			%d Man'chu Sanbing Shi
		}
		8 = {
			%d Man'chu Sanbing Shi
		}
		9 = {
			%d Man'chu Sanbing Shi
		}
		10 = {
			%d Man'chu Sanbing Shi
		}
	}
}
### Entity: Character
Component: DEN_thorvald_stauning
Constructs: has_dlc, is_country_leader
Source: game
File: common/characters/DEN.txt

Code:
DEN_thorvald_stauning = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_thorvald_stauning
		portraits = {
			civilian = {
				large = GFX_portrait_Thorvald_Stauning
				small = GFX_portrait_DEN_thorvald_stauning_small
			}
		}
		country_leader = {
			ideology = socialism
			traits = {
				DEN_socialdemokrat
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_thorvald_stauning
			allowed = {
				original_tag = DEN
			}
			available = {
				is_country_leader = no
			}
			traits = {
				resolute_social_democrat
			}
			ai_will_do = {
				base = 5
			}
			on_add = {
				owner = {
					DEN_advisor_medium_BOP_decrease_effect = yes
				}
			}
			on_remove = {
				owner = {
					DEN_advisor_medium_BOP_increase_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_thorvald_stauning
		portraits = {
			civilian = {
				large = GFX_portrait_Thorvald_Stauning
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: AI Strategy
Component: SOV_aifc_linear_defence
Constructs: owns_state, force_concentration_factor
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_aifc_linear_defence = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			owns_state = 96 95 94 93 92
		}
	}
	abort = {
		OR = {
			date = > 1941.12.1
			surrender_progress = > 0.45
		}
	}
	ai_strategy = {
		type = force_concentration_factor
		value = -100
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_liberalism_focus
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_liberalism_focus
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = POL_internationalism
	}
	mutually_exclusive = {
		focus = POL_authoritarianism
	}
	x = -1
	y = 1
	relative_position_id = POL_internationalism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = democratic_influence
			days = 720
		}
	}
}
### Entity: Character
Component: SOV_nikolay_ustryalov
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikolay_ustryalov = {
	name = SOV_nikolay_ustryalov
	portraits = {
		army = {
			small = GFX_idea_SOV_nikolay_ustryalov
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_nikolay_ustryalov
		allowed = {
			original_tag = SOV
		}
		available = {
			has_completed_focus = SOV_consolidate_power
		}
		traits = {
			political_chameleon
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Curb_Extremists_Influence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Curb_Extremists_Influence
	icon = GFX_goal_attack_communists
	cost = 10
	prerequisite = {
		focus = PAK_Attract_Foreign_Investement
	} {
		focus = PAK_Rebalance_the_Military_Budget
	}
	x = 20
	y = 6
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = PAK_Curb_Extremist_Influence
	}
}
### Entity: Faction
Component: faction_goal_imperial_glory
Constructs: has_war, limit, add_stability, is_in_faction_with, complete_effect, add_faction_power_projection, every_collection_element, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_imperial_glory = {
	name = imperial_glory_goal_name
	description = imperial_glory_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		FROM = {
			OR = {
				original_tag = ENG CAN RAJ AST NZL MAL FRA HOL INS
			}
		}
	}
	available = {
		FROM = {
			has_war = yes
		}
	}
	completed = {
		longest_war_length = > 36
		count_triggers = {
			amount = 3
			1021 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			118 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			116 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			IF = {
				limit = {
					286 = {
						OWNER = {
							is_in_faction_with = ROOT
						}
					}
				}
				286 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			} {
				limit = {
					335 = {
						OWNER = {
							is_in_faction_with = ROOT
						}
					}
				}
				335 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						owns_any_state_of = {
							1021 118 116 286 335
						}
					}
				}
				name = OWNS_LISTED_STATE
			}
			custom_effect_tooltip = OWNS_LISTED_STATE
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.05
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_imperial_glory
					}
				}
				add_stability = 0.05
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				original_tag = ENG CAN RAJ AST NZL MAL FRA HOL INS
			}
			is_historical_focus_on = yes
		} {
			add = 1
			OR = {
				original_tag = ENG FRA HOL
			}
		} {
			add = 10
			OR = {
				original_tag = ENG FRA HOL
			}
			is_historical_focus_on = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Idea
Component: JAP_the_long_march_to_victory_idea
Constructs: has_government, removal_cost, breakthrough_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_the_long_march_to_victory_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communist_army
	modifier = {
		supply_consumption_factor = -0.1
		army_speed_factor = 0.05
		breakthrough_factor = 0.1
		org_loss_when_moving = -0.05
	}
}
### Entity: Character
Component: GNB_ncs
Source: game
File: common/characters/GNB.txt

Code:
GNB_ncs = {
	advisor = {
		slot = high_command
		idea_token = GNB_ncs
		ledger = navy
		allowed = {
			original_tag = GNB
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}