Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: urg_focus
Component: URG_law_no_9943
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_law_no_9943
	available = {

	} {

	}
	icon = GFX_focus_generic_commonwealth_build_infantry
	x = 2
	y = 0
	cost = 5
	relative_position_id = URG_investigate_german_and_italian_cultural_organization
	prerequisite = {
		focus = URG_declare_neutrality
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = idea_URG_law_no_9943
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_friesland_agricultural_impetus
Constructs: prerequisite, limit, add_ideas, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_friesland_agricultural_impetus
	available = {
		has_full_control_of_state = 36
	}
	prerequisite = {
		focus = HOL_develop_the_zandstad
	}
	icon = GFX_goal_generic_consumer_goods
	x = 0
	y = 1
	relative_position_id = HOL_develop_the_zandstad
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HOL_friesland_agricultural_impetus
		36 = {
			if = {
				limit = {
					36 = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_socialist_humanism
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_research_slot, has_idea, swap_ideas
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_socialist_humanism
	icon = GFX_SOV_socialist_humanism_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_victory_over_devastation
	}
	x = 0
	y = 1
	relative_position_id = SOV_victory_over_devastation
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = -0.1
		add_research_slot = 1
		if = {
			limit = {
				has_idea = SOV_politicized_military
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military
				add_idea = SOV_politicized_military_humanism
			}
		}
		else_if = {
			limit = {
				has_idea = SOV_politicized_military_keep
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military_keep
				add_idea = SOV_politicized_military_keep_humanism
			}
		} {
			limit = {
				has_idea = SOV_politicized_military_swap
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military_swap
				add_idea = SOV_politicized_military_swap_humanism
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/LBA_KOL.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 10117
	division_template = Jaysh Alshaeb
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_invite_foreign_instructors
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_invite_foreign_instructors
	icon = GFX_focus_SOV_flying_clubs
	x = 1
	y = 1
	cost = 8
	relative_position_id = AFG_royal_air_force
	prerequisite = {
		focus = AFG_royal_air_force
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				NOT = {
					has_idea = AFG_foreign_trained_personnel
				}
			}
			add_ideas = AFG_foreign_trained_personnel_2
			custom_effect_tooltip = r56_newline
		}
		else_if = {
			limit = {
				has_idea = AFG_foreign_trained_personnel
			}
			custom_effect_tooltip = r56_newline
			swap_ideas = {
				remove_idea = AFG_foreign_trained_personnel
				add_idea = AFG_foreign_trained_personnel_3
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doctrine_research
			cost_reduction = 0.75
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 0.25
			uses = 2
			category = air_equipment electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: JAP_is_home_islands_state
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_is_home_islands_state = {
	custom_trigger_tooltip = {
		tooltip = JAP_is_home_islands_state_tt
		OR = {
			state = 536 533 1019 534 535 282 532 531 530 529 1020 528 1018 526
		}
	}
}
### Entity: AI Strategy
Component: SPR_historical_plan
Constructs: has_war_with, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/SPR_historical_strategy_plan.txt

Code:
SPR_historical_plan = {
	name = Spanish historical plan
	desc = Historical behavior for Nationalist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPR SPA
		} {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SPR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SPR_AI_RANDOM_NATIONALIST_HISTORICAL
			has_game_rule = {
				rule = SPR_ai_behavior
				option = NATIONALIST_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			tag = SPD SPC
			OR = {
				has_war_with = ENG GER
			}
		}
	}
	ai_national_focuses = {
		SPA_a_great_spain SPA_hand_over_the_ceda_campaign_chest SPA_negotiate_carlist_support SPA_the_army_of_africa SPA_secure_the_northern_garrisons SPA_foment_a_carlist_split SPA_con_paquito SPA_unify_the_nationalist_front SPA_consolidate_the_north SPA_save_the_alcazar SPA_martyrdom_for_primo_de_rivera SPA_caudillo_of_spain SPA_extol_the_martyrs_of_the_war SPA_banish_the_party_leaders SPA_safeguard_the_freedom_of_worship SPA_fuse_the_parties SPA_a_methodical_approach SPA_portuguese_aid SPA_tackle_the_vulnerable_fronts SPA_expand_conscription SPA_integrate_the_requetes SPA_national_recovery SPA_adopt_the_26_points SPA_prepare_the_pyrenees_defenses SPA_autarky SPA_direct_the_universities SPA_dictator_for_life SPA_stamp_out_the_maquis SPA_la_division_azul SPA_the_tangiers_enclave SPA_the_national_and_popular_army_of_spain SPA_the_army_of_africa_model SPA_equipment_modernization SPA_motorization SPA_reduce_reliance_on_foreign_resources SPA_invest_in_naval_infrastructure SPA_expand_the_slipways SPA_restart_small_scale_shipbuilding SPA_the_plan_imperial SPA_artillery_modernization SPA_defenses_against_strategic_bombing SPA_defenses_against_invasion
	}
	focus_factors = {
		SPA_the_iberian_pact = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Misc Config
Component: controllable_pax_romana_states
Source: game
File: common/collections/collections.txt

Code:
controllable_pax_romana_states = {
	input = constant:state_groups.pax_romana_states
	name = COLLECTION_FACTION_PAX_ROMANA_STATES
}
### Entity: Idea
Component: GER_redirecting_naval_production
Constructs: has_government, has_war_with, industrial_capacity_factory, is_subject, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_redirecting_naval_production = {
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			ENG = {
				is_subject = yes
			} {
				exists = no
			}
			has_war_with = ENG
		}
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.05
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: Idea
Component: RUT_idea_oun_militias
Constructs: removal_cost
Source: game
File: common/ideas/ruthenia.txt

Code:
RUT_idea_oun_militias = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_form_a_regency_council
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, add_political_power, random_hours
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_form_a_regency_council
	prerequisite = {
		focus = BUL_plot_against_boris
	}
	icon = GFX_focus_BUL_form_a_regency_council
	relative_position_id = BUL_plot_against_boris
	x = 1
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_the_return_of_ferdinand_i
	}
	available = {
		has_country_flag = BUL_tsar_boris_is_dead_flag
		BUL_has_abolished_monarchy = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_political_power = 70
		country_event = {
			id = bftb_bulgaria_tsar_boris.3
			hours = 12
			random_hours = 6
		}
		custom_effect_tooltip = BUL_form_a_regency_council_tt
	}
}
### Entity: Modifier Reference
Construct: additional_brigade_column_size
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## additional_brigade_column_size

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: CYP_national_guard_tt_4
Constructs: initiative_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_national_guard_tt_4 = {
	name = r56_CYP_dyn_mod_national_guard
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.08
		political_power_factor = 0.05
		recruitable_population_factor = 0.075
		initiative_factor = -0.05
		org_loss_at_low_org_factor = -0.15
		dig_in_speed_factor = 0.15
		army_org = 5
	}
}
### Entity: Event
Component: r56_afghanistan.31
Constructs: is_triggered_only, add_war_support, fire_only_once, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.31
	picture = GFX_report_event_AFG_approached_tribes
	title = r56_afghanistan.31.t
	desc = r56_afghanistan.31.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.31.a
		add_war_support = 0.05
		custom_effect_tooltip = AFG_tribes_contacted_tt AFG_tribal_divs_tt
		set_country_flag = AFG_tribal_divs_2
	}
}
### Entity: Idea
Component: SIA_heavy_handed_interventionism_r56
Constructs: political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_heavy_handed_interventionism_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		political_power_gain = 0.1
		production_speed_buildings_factor = 0.12
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_pressure_for_the_west
Constructs: prerequisite, has_government, completion_reward, is_core_of, add_core_of
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_pressure_for_the_west
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = POL_polish_peoples_republic
	}
	relative_position_id = POL_polish_peoples_republic
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_government = communism
	}
	bypass = {
		67 = {
			is_core_of = POL
		}
		66 = {
			is_core_of = POL
		}
		68 = {
			is_core_of = POL
		}
		63 = {
			is_core_of = POL
		}
		5 = {
			is_core_of = POL
		}
		763 = {
			is_core_of = POL
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		67 = {
			add_core_of = POL
		}
		66 = {
			add_core_of = POL
		}
		68 = {
			add_core_of = POL
		}
		63 = {
			add_core_of = POL
		}
		5 = {
			add_core_of = POL
		}
		763 = {
			add_core_of = POL
		}
	}
}
### Entity: Character
Component: GXC_do_liang
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_do_liang = {
	name = GXC_do_liang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_do_liang
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Scope Reference
Construct: list_flags
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## list_flags
* Arguments: <scope>

Lists all flags in a scope or for the selected country/state/unitleader
### Entity: Idea
Component: TAJ_pot
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Character
Component: YUN_hu_wei
Source: game
File: common/characters/YUN.txt

Code:
YUN_hu_wei = {
	name = YUN_hu_wei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_hu_wei
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: recruit_generals.20
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.20
	title = recruit_generals.20.t
	desc = recruit_generals.20.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.20.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				MEN = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: SOV_comecon_dec_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_comecon_dec_cat = {
	priority = 13
	icon = SOV_civil_puppet_interaction
	picture = GFX_decision_cat_picture_soviet_comecon
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_found_the_comecon
	}
}
### Entity: Decision
Component: RAJ_GOE_independence_movement
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc, has_dynamic_modifier
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_independence_movement = {
	priority = 101
	icon = GFX_decision_category_spr_the_seeds_of_revolution
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		OR = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_independence_movement
			}
			has_completed_focus = RAJ_a_congress_resurgent RAJ_promote_violence_against_the_british
		}
	}
	visible_when_empty = no
}
### Entity: Shared Focus
Component: GUAY_no_second_american_colonization
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, set_rule, is_in_faction
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_no_second_american_colonization
	icon = GFX_focus_generic_total_war
	x = 4
	y = 1
	relative_position_id = GUAY_clamp_down_on_new_territories
	prerequisite = {
		focus = GUAY_develop_new_territories GUAY_clamp_down_on_new_territories
	}
	mutually_exclusive = {
		focus = GUAY_a_deal_with_devil
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_ideas = idea_GUAY_crusade_against_imperialism
		set_rule = {
			can_join_factions = no
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
	}
}
### Entity: Character
Component: CHI_kuomintang_liberal
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_kuomintang_liberal = {
	sprite = 13
	random = no
	stability_factor = 0.15
	democratic_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SLO_karol_smidke
Source: game
File: common/characters/SLO.txt

Code:
SLO_karol_smidke = {
	name = SLO_karol_smidke
	portraits = {
		civilian = {
			large = GFX_portrait_SLO_karol_smidke
			small = GFX_portrait_SLO_karol_smidke_small
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1
		id = -1
		traits = {
			veteran_communist
		}
	}
}
### Entity: Modifier Reference
Component: operation_cost
Constructs: operation_cost
Source: game
File: common/modifier_definitions/lar_operation_modifiers_pre_definition.txt

Code:
operation_cost = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
### Entity: Scripted Effect
Component: CZE_bop_very_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_very_low_decrease_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = -0.05
	}
}
### Entity: National Focus
Component: croatia_focus
Constructs: shared_focus, has_completed_focus, division_template, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/croatia.txt

Code:
focus_tree = {
	id = croatia_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CRO
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = AH_austro_hungarian_unification HABSBURG_part_of_something_bigger
	continuous_focus_position = {
		x = 150
		y = 800
	}
	focus = {
		id = CRO_home_guard
		icon = GFX_goal_small_infantry
		x = 10
		y = 0
		cost = 5
		ai_will_do = {
			factor = 15
			modifier = {
				factor = 1.2
				is_in_faction_with = GER
			}
		}
		completion_reward = {
			army_experience = 30
			division_template = {
				name = Pješadijska divizija
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
				}
			}
			custom_effect_tooltip = axis_minors_croatia_home_guard_tooltip
			hidden_effect = {
				capital_scope = {
					create_unit = {
						division = name = "1. Pješadijska divizija" division_template = "Pješadijska divizija" start_experience_factor = 0.3 start_equipment_factor = 0.8
						owner = ROOT
					} {
						division = name = "2. Pješadijska divizija" division_template = "Pješadijska divizija" start_experience_factor = 0.3 start_equipment_factor = 0.8
						owner = ROOT
					} {
						division = name = "3. Pješadijska divizija" division_template = "Pješadijska divizija" start_experience_factor = 0.3 start_equipment_factor = 0.8
						owner = ROOT
					}
				}
				if = {
					limit = {
						NOT = {
							has_tech = basic_machine_tools
						}
						date = > 1937.06.01
					}
					set_technology = {
						basic_machine_tools = 1
					} {
						improved_machine_tools = 1
					} {
						dispersed_industry = 1
					} {
						construction1 = 1
					} {
						support_weapons = 1
					} {
						electronic_mechanical_engineering = 1
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
		}
	} {
		id = CRO_mountain_brigades
		icon = GFX_goal_generic_special_forces
		prerequisite = {
			focus = CRO_home_guard
		}
		x = 1
		y = 1
		relative_position_id = CRO_home_guard
		cost = 10
		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_tec
# ... (truncated)
### Entity: Character
Component: SIA_rangsit_prayurasakdi
Constructs: has_completed_focus
Source: game
File: common/characters/SIA.txt

Code:
SIA_rangsit_prayurasakdi = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_rangsit_prayurasakdi
		allowed = {
			original_tag = SIA
		}
		traits = {
			SIA_prince_of_chai_nat
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_rangsit_prayurasakdi
	portraits = {
		army = {
			small = GFX_portrait_SIA_rangsit_prayurasakdi_small
			large = GFX_portrait_SIA_rangsit_prayurasakdi
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_completed_focus = SIA_the_songsuradet_rebellion
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_military_build
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_military_build
	text = GEN_Military_Build
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = EGY_national_defence_funds
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_national_defence_funds
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GEN_Military_Build_I
	}
}
### Entity: AI Strategy
Component: PHI_fascist_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/PHI_alternate_strategy_plan.txt

Code:
PHI_fascist_plan = {
	name = Philippines Fascist Plan
	desc = Fascist behavior for Philippines
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = PHI_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = PHI_AI_BEHAVIOR
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		PHI_commonwealth_of_the_philippines PHI_align_with_japan PHI_leverage_the_peso PHI_rebuild_sakdalistas PHI_encourage_japanese_investment PHI_agricultural_migrants_to_hawaii PHI_slippery_slope PHI_national_fiscal_policy PHI_quezon_city PHI_assassination_of_quezon PHI_makapili PHI_form_the_executive_commision PHI_aguinaldos_coup PHI_secure_japanese_guarantees PHI_war_of_independence PHI_second_philippine_republic
	}
	focus_factors = {
		PHI_petition_the_supreme_court = 0
		PHI_police_chief_eisenhower = 0
		PHI_united_states_army_forces_in_the_far_east = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: BRA_estado_novo_modifier
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, production_speed_buildings_factor, neutrality_drift, communism_drift, democratic_drift, fascism_drift
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
BRA_estado_novo_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BRA_estado_novo
	stability_factor = BRA_estado_novo_stability_factor
	neutrality_drift = BRA_estado_novo_neutrality_factor
	communism_drift = BRA_estado_novo_communism_factor
	democratic_drift = BRA_estado_novo_democratic_factor
	fascism_drift = BRA_estado_novo_fascism_factor
	production_speed_buildings_factor = BRA_estado_novo_production_speed_buildings_factor
	war_support_factor = BRA_estado_novo_war_support_factor
	conscription_factor = BRA_estado_novo_recruitable_population_factor
	consumer_goods_factor = BRA_estado_novo_consumer_goods_factor
	political_power_factor = BRA_estado_novo_political_power_factor
	production_factory_max_efficiency_factor = BRA_estado_novo_production_factory_max_efficiency_factor
	industrial_capacity_factory = BRA_estado_novo_industrial_capacity_factory
	industrial_capacity_dockyard = BRA_estado_novo_industrial_capacity_dockyard
	production_speed_arms_factory_factor = BRA_estado_novo_production_speed_arms_factory_factor
	production_speed_dockyard_factor = BRA_estado_novo_production_speed_dockyard_factor
	production_speed_industrial_complex_factor = BRA_estado_novo_production_speed_industrial_complex_factor
}