Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_mandatory_conscription
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_mandatory_conscription
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = PHI_10_year_training_plan
	}
	relative_position_id = PHI_10_year_training_plan
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_conscription = 0.02
			tooltip = conscription_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: Armada Bolivariana de Venezuela
Source: game
File: history/units/VEN_1936_naval_mtg.txt

Code:
fleet = {
	name = Armada Bolivariana de Venezuela
	naval_base = 1944
	task_force = {
		name = Buscaminas
		location = 1944
		ship = {
			name = ARV General Soublette
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = VEN
					version_name = Azio Class
				}
			}
		} {
			name = ARV General Urdaneta
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = VEN
					version_name = Azio Class
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_gott_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_gott_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = german_advisors
	modifier = {
		stability_factor = 0.05
		offensive_war_stability_factor = 0.1
	}
}
### Entity: Idea
Component: SPR_collectivized_society
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_collectivized_society = {
	picture = SPR_collectivized_society
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.2
		consumer_goods_expected_value = 0.15
		production_speed_industrial_complex_factor = 0.15
		production_speed_arms_factory_factor = 0.3
		conversion_cost_civ_to_mil_factor = -0.3
		conversion_cost_mil_to_civ_factor = -0.3
		global_building_slots_factor = 0.1
		industrial_capacity_factory = 0.7
		industrial_capacity_dockyard = 0.7
		research_speed_factor = -0.1
		production_factory_efficiency_gain_factor = -0.2
		production_factory_max_efficiency_factor = -0.2
		line_change_production_efficiency_factor = 0.1
		factory_energy_consumption = 0.45
	}
	allowed_to_remove = {
		always = no
	}
	cancel_if_invalid = no
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, has_dlc
Source: game
File: common/autonomous_states/taog_associated_dominion_puppet.txt

Code:
autonomy_state = {
	id = autonomy_associated_dominion
	min_freedom_level = 0.8
	manpower_influence = 0.2
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = no
		can_decline_call_to_war = yes
		can_be_spymaster = yes
	}
	modifier = {
		autonomy_manpower_share = 0.0
		extra_trade_to_overlord_factor = 0.25
		overlord_trade_cost_factor = -0.25
		lend_lease_tension_with_overlord = -0.1
	}
	ai_subject_wants_higher = {
		factor = 0.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = AST
		OR = {
			has_completed_focus = AST_the_ultimate_overseas_duty AST_done_meddling
		}
		OVERLORD = {
			original_tag = ENG
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: Idea
Component: KMT_modern_army5
Constructs: research_speed_factor, has_country_flag, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_modern_army5 = {
	removal_cost = -1
	picture = General_Staff
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			tag = CUG
			is_ally_with = CUG
		}
		NOT = {
			has_country_flag = KMT_taiwan_perm
		}
	}
	modifier = {
		research_speed_factor = 0.05
		max_planning_factor = 0.2
		army_armor_attack_factor = 0.15
		army_leader_start_attack_level = 2
		army_armor_defence_factor = 0.25
	}
}
### Entity: AI Strategy
Component: AFG_dont_declare_while_at_war_SOV
Constructs: has_war, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_dont_declare_while_at_war_SOV = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		has_war = yes
		has_wargoal_against = SOV
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = SOV
		value = -300
	} {
		type = declare_war
		id = SOV
		value = -300
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Faction.html

Doc:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

7 April 2016
&#160;m&#160;&#160;&#160;01:21&#160; | Japan‎ (diff | hist) . . (-6)‎ . . TR4K (Talk | contribs) (→‎Resources) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Faction"
### Entity: National Focus
Tree: cog_focus
Component: COG_secure_german_aid
Constructs: add_equipment_to_stockpile, prerequisite, limit, random_country, has_government, completion_reward, has_subject, add_popularity
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_secure_german_aid
	icon = GFX_focus_chi_mission_to_germany
	x = 1
	y = 1
	prerequisite = {
		focus = COG_attempt_to_sway_moise_thsombe
	}
	relative_position_id = COG_attempt_to_sway_moise_thsombe
	mutually_exclusive = {
		focus = COG_secure_soviet_aid
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	bypass = {
		AND = {
			SOV = {
				OR = {
					NOT = {
						has_government = communism
					}
					exists = no
				}
			}
			GER = {
				OR = {
					NOT = {
						has_government = fascism
					}
					exists = no
				}
			}
		}
	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
		any_country_with_original_tag = {
			original_tag_to_check = GER
			exists = yes
			OR = {
				has_government = neutrality fascism
			}
			NOT = {
				has_subject = ROOT
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = GER
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt if_they_accept COG_when_the_war_for_independence_starts_tt
		random_country = {
			limit = {
				original_tag = GER
				OR = {
					has_government = neutrality fascism
				}
			}
			country_event = {
				id = ww_congo.29
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = GER
			} {
				type = support_equipment
				amount = 250
				producer = GER
			} {
				type = artillery_equipment
				amount = 150
				producer = GER
			}
			add_manpower = 15000
		}
	}
}
### Entity: Event
Component: mtg_news.62
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.62
	title = mtg_britain.4.t
	desc = mtg_news.62.desc
	picture = GFX_news_event_generic_funeral
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.62.b
		trigger = {
			always = yes
		}
	}
}
### Entity: Idea
Component: BLR_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/belarus.txt

Code:
BLR_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = BLR
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: CHL_political_events.11
Constructs: is_triggered_only, ai_chance, fire_only_once, add_timed_idea, add_offsite_building
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.11
	title = CHL_political_events.11.t
	desc = CHL_political_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.11.a
		ai_chance = {
			base = 100
		}
		add_timed_idea = {
			idea = CHL_german_compensation_idea
			days = 360
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Event
Component: bftb_turkey.107
Constructs: is_triggered_only, every_owned_state, limit, add_political_power, is_core_of, add_compliance, clear_global_event_target, add_resistance
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.107
	title = bftb_turkey.107.t
	desc = bftb_turkey.107.desc
	picture = GFX_report_event_tur_political_rally
	is_triggered_only = yes
	option = {
		name = bftb_turkey.107.a
		add_political_power = -50
		every_owned_state = {
			limit = {
				is_core_of = KUR
			}
			add_compliance = 10
		}
		hidden_effect = {
			clear_global_event_target = TUR_kurdish_state_event_target
		}
	} {
		name = bftb_turkey.107.b
		every_owned_state = {
			limit = {
				is_core_of = KUR
			}
			add_resistance = 5
		}
		hidden_effect = {
			clear_global_event_target = TUR_kurdish_state_event_target
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_81
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_81 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 81
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 81
	}
}
### Entity: Character
Component: INS_dewa_geg
Constructs: has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_dewa_geg = {
	name = INS_dewa_geg
	portraits = {
		civilian = {
			large = GFX_portrait_INS_dewa_geg
			small = GFX_portrait_INS_dewa_geg_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			INS_lord_of_the_nine_kingdoms
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_dewa_geg
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			is_country_leader = no
		}
		available = {

		}
		traits = {
			INS_paramount_of_bali
		}
	}
}
### Entity: Character
Component: TAH_acgs
Source: game
File: common/characters/TAH.txt

Code:
TAH_acgs = {
	advisor = {
		slot = air_chief
		idea_token = TAH_acgs
		allowed = {
			original_tag = TAH
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_anti_malaria_campaign
Constructs: prerequisite, completion_reward, set_country_flag, has_quinine
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_anti_malaria_campaign
	icon = GFX_focus_AFG_anti_malaria
	prerequisite = {
		focus = AST_second_australian_imperial_force
	}
	relative_position_id = AST_second_australian_imperial_force
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		set_country_flag = has_quinine
		custom_effect_tooltip = RAJ_quinine_tt
	}
	search_filters = {

	}
}
### Entity: Event
Component: israel.50
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, declare_war_on, annex_everything
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.50
	title = israel.50.t
	desc = israel.50.d
	is_triggered_only = yes
	option = {
		name = israel.50.a
		declare_war_on = {
			target = ISR
			type = annex_everything
		} {
			target = event_target:ISR_civilwar_tag
			type = annex_everything
		}
		add_war_support = 0.05
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_war = no
			}
		}
	} {
		name = israel.50.b
	}
}
### Entity: Technology Category
Component: technology_categories
Source: game
File: common/technology_tags/r56e_technology.txt

Code:
technology_categories = {
	r56_desert_infantry_tech r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_special_forces_training_tech r56_shock_infantry_tech cat_r56_guerilla_warfare r56_special_research_division camo_tech maritime cvl_tech fighter_bomber asw_tech torpedo_equipment armored_cars_tech summer_clothing_tech winter_clothing_tech anti_tank_infantry_weapons refining_tech naval_armor_tech naval_gunnery_tech naval_shell_tech damage_control_tech steel_tech metallurgy_tech aluminium_tech armor_variant_tech transport_plane_tech standard_artillery_tech amphibious_armor_tech anti_air_tech cat_anti_air railway_construction_tech r56_rdf supply_node_tech cat_shocktroops_doctrine cat_air_torpedoes cl_tech
}
### Entity: Event
Component: SEA_PRC_political_events.5
Constructs: is_triggered_only, ai_chance, has_war, fire_only_once, add_to_faction
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.5
	title = SEA_PRC_political_events.5.t
	desc = SEA_PRC_political_events.5.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.5.a
		ai_chance = {
			base = 50
			modifier = {
				ROOT = {
					has_war = yes
				}
				factor = 0.2
			}
		}
		effect_tooltip = {
			add_to_faction = FROM
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.6
				hours = 1
			}
		}
	} {
		name = SEA_PRC_political_events.5.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.7
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: AUS_civ_industry_effort_idea
Constructs: removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_civ_industry_effort_idea = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_industrial_complex_factor = 0.2
	}
}
### Entity: Idea
Component: PAL_reverse_engineer_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_reverse_engineer_idea = {
	picture = FRA_factory_strikes
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = 0.15
		production_lack_of_resource_penalty_factor = -0.15
	}
}
### Entity: Event
Component: mtg_netherlands.33
Constructs: is_triggered_only, limit, set_country_flag
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.33
	title = mtg_netherlands.33.t
	desc = mtg_netherlands.33.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.33.a
		effect_tooltip = {
			FROM = {
				army_experience = -5
			}
		}
		custom_effect_tooltip = mtg_netherlands.33_tt
		if = {
			limit = {
				FROM = {
					tag = ENG
				}
			}
			set_country_flag = secret_staff_talks_british_staff_plan
		} {
			limit = {
				FROM = {
					tag = FRA
				}
			}
			set_country_flag = secret_staff_talks_french_staff_plan
		} {
			limit = {
				FROM = {
					tag = GER
				}
			}
			set_country_flag = secret_staff_talks_german_staff_plan
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_joint_research_initiatives
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_joint_research_initiatives
	icon = GFX_focus_generic_socialist_science
	relative_position_id = CHL_align_with_the_russian_soviet
	x = -2
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_joint_development_programs CHL_nationalize_foreign_industries
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = communism
		is_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = CHL_joint_research_initiatives_tt CHL_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					has_government = communism neutrality
				} {
					tag = CHL
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_to_tech_sharing_group = CHL_communist_tech_sharing_group
		}
	}
}
### Entity: Event
Component: naw_norway.75
Constructs: is_triggered_only, ai_chance, set_stability, has_war, limit, has_government, has_country_flag, set_capital
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.75
	title = naw_norway.75.t
	desc = naw_norway.75.d
	picture = GFX_report_event_medieval_norwegian_flag
	is_triggered_only = yes
	option = {
		name = naw_norway.75.a
		ai_chance = {
			base = 40
		}
		hidden_effect = {
			set_capital = {
				state = 142
				remember_old_capital = yes
			}
		} {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = yes
			}
			add_country_leader_role = {
				character = NOR_monarchist_coalition
				promote_leader = yes
				country_leader = {
					ideology = oligarchism
					traits = {
						naw_driven_monarchists socialite_connections dysfunctional_assembly
					}
					id = -1
					expire = 1965.1.1
					desc = NOR_monarchist_coalition_desc
				}
			}
			load_oob = NOR_Norwegian_Civil_War_neutrality
			add_popularity = {
				ideology = communism
				popularity = 0.04
			} {
				ideology = fascism
				popularity = 0.04
			} {
				ideology = democratic
				popularity = 0.1
			} {
				ideology = neutrality
				popularity = 0.3
			}
			random_other_country = {
				limit = {
					original_tag = NOR
					has_government = democratic
				}
				set_equipment_fraction = 0.5
				set_stability = 0.85
				set_war_support = 0.85
				load_oob = NOR_Norwegian_Civil_War_democratic
				add_popularity = {
					ideology = communism
					popularity = 0.04
				} {
					ideology = fascism
					popularity = 0.04
				} {
					ideology = neutrality
					popularity = 0.15
				} {
					ideology = democratic
					popularity = 0.1
				}
				uncomplete_national_focus = {
					focus = NOR_traditions_and_monarchy
					uncomplete_children = yes
					refund_political_power = no
				}
				unlock_national_focus = NOR_affirm_constitutional_monarchy
				complete_national_focus = NOR_continuous_politics
			}
		} {
			if = {
				limit = {
					OR = {
						has_country_flag = NOR_opened_political_discourse_monarchism NOR_preparation_for_monarchist_civil_war NOR_passed_first_civil_war_opportunity
					}
				}
				clr_country_flag = NOR_opened_political_discourse_monarchism NOR_preparation_for_monarchist_civil_war NOR_passed_first_civil_war_opportunity
			} {
				limit = {
					has_country_flag = NOR_ensured_loyalty_among_commanders
				}
				random_other_country = {
					limit = {
						original_tag = NOR
						NOT = {
							has_government = neutrality
						}
					}
					every_unit_leader = {
						set_nationali
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_massed_carrier_fleet
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_massed_carrier_fleet = {
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_port_of_antwerp
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_port_of_antwerp
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = BEL_re_build_the_fleet
	}
	relative_position_id = BEL_re_build_the_fleet
	x = 0
	y = 1
	cost = 10
	available = {
		has_completed_focus = BEL_social_partners
	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_social_partners_dynamic_modifier_tt
		add_to_variable = {
			BEL_social_partners_resource_trade_cost_bonus_per_factory = 1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		}
	}
}
### Entity: Idea
Component: SPA_anti_republican_offensive
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_anti_republican_offensive = {
	picture = SPR_nationalist_remnants
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPD
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_fund_the_naval_air_establishment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_fund_the_naval_air_establishment
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = CHI_deny_the_enemy
	}
	x = -4
	y = 1
	relative_position_id = CHI_deny_the_enemy
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_fund_the_naval_air_establishment
			bonus = 1.0
			uses = 2
			category = naval_bomber
		}
	}
}
### Entity: AI Strategy
Component: do_not_waste_pp_if_saving_for_manpower_laws
Constructs: has_war, is_government_in_exile
Source: game
File: common/ai_strategy/default.txt

Code:
do_not_waste_pp_if_saving_for_manpower_laws = {
	enable = {
		manpower_per_military_factory = < 500
		has_war = yes
	}
	abort = {
		OR = {
			manpower_per_military_factory = > 500
			has_war = no
			AND = {
				original_tag = ETH
				is_government_in_exile = yes
			}
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = relation
		value = -9999
	} {
		type = pp_spend_priority
		id = guarantee
		value = -9999
	}
}
### Entity: Character
Component: VEN_jose_polares_pavon
Source: game
File: common/characters/VEN.txt

Code:
VEN_jose_polares_pavon = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = VEN_jose_polares_pavon
		ledger = air
		allowed = {
			original_tag = VEN
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = José Polares Pavon
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_hitler_1
Constructs: has_country_flag, completion_reward, allow_branch, set_cosmetic_tag, remove_dynamic_modifier
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_hitler_1
	icon = GFX_focus_ARG_accept_german_advisors
	x = 0
	y = 2
	relative_position_id = ARG_fascist_researchers
	cost = 5
	available = {
		has_country_flag = ARG_worst_timeline_flag
	}
	allow_branch = {
		has_country_flag = ARG_worst_timeline_flag
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		set_cosmetic_tag = ARG_fourth_reich_fascism
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ARG_growing_nationalism_modifier
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_root_out_communists
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_root_out_communists
	icon = GFX_goal_anti_comintern_pact
	relative_position_id = LIT_empower_smetona
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_empower_smetona
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		add_timed_idea = {
			idea = LIT_root_out_communists
			days = 365
		}
	}
}