Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRU_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PRU
		}
		requested_factories = 1
		progress = 0.79
		efficiency = 100
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_CHI
Source: game
File: common/ai_focuses/CHI.txt

Code:
ai_focus_aggressive_CHI = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: State History
Component: 751
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/751-Liangshan.txt

Code:
state = {
	id = 751
	name = STATE_751
	manpower = 300000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7294 1
		} {
			10841 3
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = SIC
				add_core_of = SIC
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = SIC
			}
			owner = CHI
			controller = CHI
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 1
				infrastructure = 1
			}
		}
	}
	provinces = {
		2067 7294 10726 10841
	}
	local_supplies = 1.0
}
### Entity: Achievement
Component: portugal_macau_my_day
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject_of, has_autonomy_state, is_capital, is_owned_by, is_core_of
Source: game
File: common/achievements.txt

Code:
portugal_macau_my_day = {
	id = 95
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = POR
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = portugal_macau_my_day_tt
			any_country = {
				OR = {
					original_tag = CHI PRC GXC YUN SHX XSM SIK
				}
				is_subject_of = POR
				has_autonomy_state = autonomy_collaboration_government
				729 = {
					is_capital = yes
				}
				all_state = {
					OR = {
						is_owned_by = PREV
						AND = {
							NOT = {
								is_core_of = CHI
							} {
								is_core_of = MAN
							}
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_fund_secret_police
Constructs: prerequisite, add_ideas, add_stability, completion_reward, is_subject_of, is_owned_by
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_fund_secret_police
	icon = GFX_goal_generic_communist_secret_police
	relative_position_id = MPL_syria_war
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_syria_war
	}
	bypass = {

	}
	available = {
		OR = {
			455 = {
				controller = {
					is_subject_of = MPL
				}
			} {
				is_owned_by = MPL
			}
		}
	}
	completion_reward = {
		add_stability = 0.1
		add_ideas = MPL_secret_police
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: COG_brown_water_navy_idea
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_brown_water_navy_idea = {
	picture = eng_preparing_the_second_front
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = BRA_brown_water_navy_idea_bonus_tt
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_navy_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_navy_technologies = {
	EAI_PR_STRATEGIES_ship_hull_light = yes
	EAI_PR_STRATEGIES_ship_hull_cruiser = yes
	EAI_PR_STRATEGIES_ship_hull_heavy = yes
	EAI_PR_STRATEGIES_ship_hull_carrier = yes
	EAI_PR_STRATEGIES_ship_hull_submarine = yes
	EAI_PR_STRATEGIES_sonar_module = yes
	EAI_PR_STRATEGIES_snorkel_module = yes
	EAI_PR_STRATEGIES_depth_charges = yes
	EAI_PR_STRATEGIES_smoke_generator = yes
	EAI_PR_STRATEGIES_airplane_launcher = yes
	EAI_PR_STRATEGIES_ship_armor = yes
	EAI_PR_STRATEGIES_light_battery = yes
	EAI_PR_STRATEGIES_dp_light_battery = yes
	EAI_PR_STRATEGIES_light_medium_battery = yes
	EAI_PR_STRATEGIES_dp_medium_battery = yes
	EAI_PR_STRATEGIES_heavy_battery = yes
	EAI_PR_STRATEGIES_navy_torpedo = yes
	EAI_PR_STRATEGIES_damage_control = yes
	EAI_PR_STRATEGIES_fire_control_methods = yes
	EAI_PR_STRATEGIES_naval_mines = yes
	EAI_PR_STRATEGIES_landing_craft = yes
}
### Entity: Military Industrial Organization
Component: HUN_fiat_tankettes_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_fiat_tankettes_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_fiat
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = HUN
				}
			}
			FROM = {
				has_completed_focus = wuw_HUN_license_fiat_tankettes
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_aggressive_foreign_policy
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_game_rule, is_ai
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_aggressive_foreign_policy
	icon = GFX_focus_CZE_czechoslovakian_hegemony
	cost = 5
	prerequisite = {
		focus = CZE_militarize_the_associations
	}
	mutually_exclusive = {
		focus = CZE_work_with_germany CZE_complete_capitulation
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CZE_complete_capitulation CZE_petition_the_nobles CZE_coalition_building CZE_work_with_germany
				}
			}
		}
	}
	relative_position_id = CZE_militarize_the_associations
	x = 0
	y = 1
	offset = {
		x = 2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			is_subject = no
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_dynamic_modifier_mobilization_speed = 0.05
			tooltip = mobilization_speed_tt
		}
		add_ideas = CZE_aggressive_foreign_policy_idea
		effect_tooltip = {
			set_rule = {
				can_boost_other_ideologies = yes
			} {
				can_guarantee_other_ideologies = yes
			}
		}
	}
}
### Entity: Idea
Component: BALTIC_paramilitaries_aligning
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_paramilitaries_aligning = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_purge
	modifier = {
		conscription_factor = -0.25
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_old_traditions
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_old_traditions
	icon = GFX_goal_camelry
	prerequisite = {
		focus = SAU_spread_islam_force
	}
	relative_position_id = SAU_spread_islam_force
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = SAU_restore_old_traditions
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_23
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_23 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 23
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 23
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GRE_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 4109
	division_template = Tetrágono Pezikoú
	start_experience_factor = 0.3
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_south_african_railways
Constructs: add_equipment_to_stockpile, limit, completion_reward, set_technology, cancel_if_invalid, has_tech
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_south_african_railways
	icon = GFX_goal_generic_construct_infrastructure
	x = 20
	y = 0
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
				popup = yes
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 15
			producer = ENG
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_designer
		show_ideas_tooltip = SAF_south_african_railways
	}
}
### Entity: Faction
Component: rule_group_leader_faction
Constructs: change_leader_rule_manifest_below_35, change_leader_rule_never
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_leader_faction = {
	rules = {
		change_leader_rule_manifest_below_35 change_leader_rule_never
	}
}
### Entity: Character
Component: ENG_william_slim
Source: game
File: common/characters/ENG.txt

Code:
ENG_william_slim = {
	name = ENG_william_slim
	portraits = {
		army = {
			large = GFX_portrait_ENG_william_slim
			small = GFX_portrait_ENG_william_slim_small
		}
	}
	corps_commander = {
		traits = {
			war_hero trickster
		}
		skill = 5
		attack_skill = 3
		defense_skill = 3
		planning_skill = 5
		logistics_skill = 5
		legacy_id = 0
	}
}
### Entity: State History
Component: 939
Constructs: add_core_of
Source: game
File: history/states/939 - Amapa.txt

Code:
state = {
	id = 939
	name = STATE_939
	resources = {

	}
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 1
			4980 = {
				naval_base = 2
			}
		}
		victory_points = {
			4980 2
		}
	}
	provinces = {
		4980 13276
	}
	manpower = 350000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALight_tank_cropped.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Light_tank_cropped.png &#8206;(35 × 30 pixels, file size: 18 KB, MIME type: image/png)
### Entity: National Focus
Tree: men_focus
Component: MEN_reform_rather_then_change
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_country_leader, add_popularity, remove_country_leader_trait
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reform_rather_then_change
	icon = GFX_goal_MEN_rather_reform_then_change
	available = {
		has_country_leader = {
			character = MEN_prince_demchugdongrub
			ruling_only = yes
		}
	}
	prerequisite = {
		focus = MEN_compromise_with_nanjing
	}
	mutually_exclusive = {
		focus = MEN_no_country_for_fascist_sympathisers
	}
	x = 1
	y = 1
	relative_position_id = MEN_compromise_with_nanjing
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 15
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		remove_country_leader_trait = subservient_ultranationalist
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Faction
Component: war_declaration_rule_independent_countries_only
Constructs: is_subject
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
war_declaration_rule_independent_countries_only = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
	}
	trigger = {
		is_subject = no
	}
}
### Entity: State History
Component: 64
Constructs: add_core_of, has_dlc
Source: game
File: history/states/64-Brandenburg.txt

Code:
state = {
	id = 64
	name = STATE_64
	manpower = 7265029
	buildings_max_level_factor = 1
	state_category = megalopolis
	history = {
		owner = GER
		add_core_of = GER PRE
		victory_points = {
			6521 50
		} {
			3522 5
		} {
			9496 1
		}
		buildings = {
			infrastructure = 4
			arms_factory = 5
			industrial_complex = 4
			anti_air_building = 2
			air_base = 6
			6521 = {
				landmark_berlin_reichstag = {
					level = 1
					allowed = {
						has_dlc = Gotterdammerung
					}
				}
			}
			3499 = {
				land_facility = 1
			}
		}
		1939.1.1 = {
			buildings = {
				air_base = 10
				anti_air_building = 5
				arms_factory = 10
				industrial_complex = 7
			}
		}
	}
	provinces = {
		375 478 3367 3499 3522 6487 6521 9428 9456 9496 9560 11219 11359 11415 11444 11505
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: pan_american_highway_connections
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
pan_american_highway_connections = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_all_in
	modifier = {
		min_export = 0.25
		consumer_goods_factor = -0.1
		stability_factor = 0.05
	}
}
### Entity: Country History
Country: BUK
Component: BUK_technology
Constructs: set_technology
Source: game
File: history/countries/BUK - Bukharan Republic.txt

Code:
# Starting Technologies for BUK
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Idea
Component: CHL_imposed_new_taxes
Constructs: stability_factor, removal_cost, add_to_variable
Source: game
File: common/ideas/chile.txt

Code:
CHL_imposed_new_taxes = {
	picture = EST_exploit_the_banks
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	on_remove = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			CHL_economy_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
	}
	modifier = {
		stability_factor = -0.1
		consumer_goods_factor = 0.05
	}
}
### Entity: Country History
Country: MPL
Component: MPL_characters
Constructs: recruit_character
Source: game
File: history/countries/MPL - Mandate of Palestine.txt

Code:
# Leaders & Characters for MPL
recruit_character = MPL_arthur_grenfell_wauchope MPL_alan_cunningham MPL_harold_macmichael MPL_david_ben_gurion MPL_ahmed_hilmi_pasha MPL_raghib_nashashibi MPL_albert_einstein MPL_shmuel_mikunis MPL_divided_government MPL_jerusalem_government MPL_david_petrie MPL_herbert_layard MPL_charles_tegart MPL_fawzi_al_qawuqji MPL_yigal_allon MPL_muhammad_nimr_al_hawari MPL_yigael_yadin MPL_chaim_azriel_weizmann MPL_yitshak_sadeh MPL_bulus_farah MPL_amin_al_husseini MPL_zeev_jabotinsky MPL_menachem_begin MPL_muhammad_dawud_al_abbasi MPL_avraham_stern MPL_puah_rakovsky MPL_abdul_qadir MPL_pinchas_ben_porat MPL_abdul_ghani_alkarmi MPL_zalman_aran MPL_yosef_sprinzak MPL_aharon_remez MPL_gershon_zak MPL_shmuel_tankus MPL_zeid_bin_hussein
### Entity: Character
Component: exiled_revolutionary_LaR
Source: game
File: common/country_leader/r56_traits.txt

Code:
exiled_revolutionary_LaR = {
	random = no
	intel_network_gain = 0.3
	intel_from_operatives_factor = 0.3
	drift_defence_factor = 0.3
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_seek_international_support
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, every_country, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_seek_international_support
	prerequisite = {
		focus = POR_unite_against_salazar
	}
	icon = GFX_goal_mexico_united_mexican_unions
	cost = 6
	x = 2
	y = 1
	relative_position_id = POR_unite_against_salazar
	available = {
		NOT = {
			has_completed_focus = POR_storm_the_national_assembly
		}
	}
	completion_reward = {
		add_political_power = 25
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_request_soviet_assistance_which_grants_tt if_they_accept_tt POR_request_soviet_assistance_tt generic_skip_one_line_tt unlocks_decision_join_forces_with_the_spanish_popular_front_which_grants_tt CHL_skip_one_line_tt POR_join_forces_with_the_spanish_popular_front_tt CHL_skip_one_line_tt CHL_skip_one_line_tt POR_join_forces_with_the_spanish_popular_front2_tt
			SOV = {
				country_event = {
					id = portugal.46
					hours = 3
				}
			}
			add_ideas = POR_NKVD_activity
			add_popularity = {
				ideology = communism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.05
			}
			set_country_flag = POR_join_forces_with_the_spanish_popular_front_flag
			effect_tooltip = {
				every_country = {
					limit = {
						OR = {
							original_tag = POR SPD
							AND = {
								original_tag = SPR
								OR = {
									has_government = democratic communism
								}
							}
						}
					}
					add_timed_idea = {
						idea = POR_iberian_workers_united
						days = 730
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CZE_double_tracking_efforts
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_double_tracking_efforts = {
	picture = generic_train_tracks
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_rail_way_factor = 0.1
		production_speed_energy_infrastructure_factor = 0.1
	}
}
### Entity: Character
Component: NIR_fascist_guy
Constructs: has_government
Source: game
File: common/characters/NIR.txt

Code:
NIR_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NIR_fascist_guy
		allowed = {
			original_tag = NIR
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Country History
Country: SAD
Component: SAD_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, is_ai
Source: game
File: history/countries/SAD - Sardinia.txt

Code:
# Misc for SAD
capital = 114
set_research_slots = 4
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_medium_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			naval_bomber1 = 1
			CAS1 = 1
			flying_boat = 1
		}
	}
}
{
	limit = {
		has_dlc = La Resistance
		SAD = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
	else = {
		set_technology = {
			gwtank = 1
			basic_light_tank = 1
		}
	}
}
### Entity: Character
Component: DJI_coi
Source: game
File: common/characters/DJI.txt

Code:
DJI_coi = {
	advisor = {
		slot = political_advisor
		idea_token = DJI_coi
		allowed = {
			original_tag = DJI
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_pt_boat_development
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_pt_boat_development
	icon = GFX_focus_generic_navy_research_bonus
	prerequisite = {
		focus = PHI_offshore_patrol
	}
	relative_position_id = PHI_offshore_patrol
	x = 0
	y = 1
	cost = 10
	available = {
		has_completed_focus = PHI_national_defense_act
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PHI_pt_boat_development
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = mio_cat_tech_all_screen_ship_and_modules
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_pt_boat_development_tt PHI_pt_boat_development_2_tt
		hidden_effect = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 9999
				name = PHI_pt_boat_development
				track = screens
			} {
				bonus = 0.1
				days = 9999
				name = PHI_pt_boat_development
				sub_doctrine = patrol_boats
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_axis
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_axis
	icon = GFX_goal_generic_german_assistance
	relative_position_id = CHL_consolidate_the_government
	mutually_exclusive = {
		focus = CHL_hispanic_pan_nationalism
	}
	x = 9
	y = 4
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	available = {
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
				has_government = fascism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = fascism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_in_faction = no
		is_subject = no
	}
	prerequisite = {
		focus = CHL_german_ties
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 100
			GER = {
				exists = yes
				is_ai = yes
				is_major = yes
				surrender_progress = < 0.05
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				BRA = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			BRA = {
				country_event = generic.2
			}
		} {
			limit = {
				ARG = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			ARG = {
				country_event = generic.2
			}
		} {
			limit = {
				PRU = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			PRU = {
				country_event = generic.2
			}
		}
		else = {
			r56_other_faction_invite_fascism = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: r56_major_research_improved_mediums_in_early_39
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_major_research_improved_mediums_in_early_39 = {
	allowed = {
		country_is_major_nation = yes
	}
	enable = {
		has_tech = basic_medium_tank_chassis
		date = > 1938.12.7
		arms_factory = > 35
	}
	abort = {
		has_tech = improved_medium_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = improved_medium_tank_chassis
		value = 10
	}
}