Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ARG_guillermo_rothe
Constructs: has_government
Source: game
File: common/characters/ARG.txt

Code:
ARG_guillermo_rothe = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_guillermo_rothe
		allowed = {
			original_tag = ARG
		}
		traits = {
			social_reformer
		}
		available = {
			has_government = democratic
		}
		visible = {
			has_government = democratic
		}
	}
	name = Guillermo Rothe
	portraits = {
		army = {
			small = GFX_portrait_ARG_guillermo_rothe_small
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_domestic_industrial_developments
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_domestic_industrial_developments
	available = {
		OR = {
			is_in_faction_with = ENG USA
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_capitalist_economic_aid
	}
	icon = GFX_goal_generic_production
	x = 1
	y = 1
	relative_position_id = SPA_capitalist_economic_aid
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = SPA_national_recovery_4 SPA_national_recovery_5
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_national_recovery_4
					add_idea = SPA_national_recovery_6
				}
			}
		} {
			limit = {
				has_idea = SPA_national_recovery_4
			}
			swap_ideas = {
				remove_idea = SPA_national_recovery_4
				add_idea = SPA_national_recovery_6
			}
		} {
			limit = {
				has_idea = SPA_national_recovery_5
			}
			swap_ideas = {
				remove_idea = SPA_national_recovery_5
				add_idea = SPA_national_recovery_7
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Brazil.html

Doc:
This article is considered accurate for the current version of the game.

Brazil

Capital provinceRio de Janeiro

Government typeRepublic

FactionNeutral, later Allies

Brazil is a regional power in South America. Historically, they remained neutral until August 1942, and then joined the war on the Allied side.

They are the strongest nation in South America.

Countries

Europe
|

Albania Austria Belgium Bulgaria Czechoslovakia Denmark Estonia Finland France Germany Greece Hungary Ireland Italy Latvia Lithuania Luxembourg Malta Nationalist Spain Netherlands Norway Poland Portugal Republican Spain Romania Slovakia Soviet Union Sweden Switzerland Turkey United Kingdom Vichy France Yugoslavia

|

North America
|

Canada Costa Rica Cuba Dominican Rep. El Salvador Guatemala Haiti Honduras Mexico Nicaragua United States Panama

|

South America
|

Argentina Bolivia Brazil Chile Colombia Ecuador Guyana Paraguay Peru Uruguay Venezuela

|

Asia
|

Bhutan British Raj Communist China Guanxi Clique India Indochina Indonesia Iraq Israel Japan Jordan Lebanon Manchukuo Mongolia Nationalist China Nepal North Korea Oman Pakistan Palestine Persia Philippines Saudi Arabia Shanxi Siam Sinkiang South Korea Syria Tannu Tuva Tibet Xibei San Ma Yemen Yunnan

|

Africa
|

Egypt Ethiopia Liberia South Africa Morocco

|

Oceania
|

Australia New Zealand

|
### Entity: Order of Battle
Component: 3. Infanterie Divisie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FLA_home_guard.txt

Code:
division = {
	name = 3. Infanterie Divisie
	location = 6598
	division_template = Infanterie Divisie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_nationalize_suzuka_naval_arsenal
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_core_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_nationalize_suzuka_naval_arsenal
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = JAP_form_the_kido_butai JAP_sea_heavier_naval_guns
	}
	relative_position_id = JAP_form_the_kido_butai
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_naval_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		if = {
			limit = {
				531 = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			531 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_coastal = yes
					NOT = {
						has_state_category = small_island tiny_island
					}
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: COG_acgs
Source: game
File: common/ideas/congo.txt

Code:
COG_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GAM_coi
Source: game
File: common/ideas/gambia.txt

Code:
GAM_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = GAM
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Character
Component: MPL_divided_government_trait
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_divided_government_trait = {
	random = no
	political_power_factor = -0.1
	stability_factor = -0.05
}
### Entity: Character
Component: JAP_shinji_sogo
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_shinji_sogo = {
	name = JAP_shinji_sogo
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_shinji_sogo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_shinji_sogo
		allowed = {
			original_tag = JAP
		}
		visible = {

		}
		available = {
			has_completed_focus = JAP_danganressha
		}
		traits = {
			JAP_JNR_president
		}
		ai_will_do = {
			base = 1.5
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.5
Constructs: is_triggered_only, ai_chance, limit, random_country, has_government, random_owned_controlled_state, is_core_of, set_variable
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.5
	title = tsr_manchukuo.5.t
	desc = tsr_manchukuo.5.desc
	picture = GFX_report_event_generic_communist_militia
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.5.a
		ai_chance = {
			base = 98
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		} {
			random_country = {
				limit = {
					original_tag = MEN
					NOT = {
						has_government = communism
					}
				}
				FROM = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.4
		}
		start_civil_war = {
			ideology = ROOT
			ruling_party = communism
			size = 0.5
			states = all
			states_filter = {
				OR = {
					state = 611 1043
				}
				is_controlled_by = ROOT
			}
		}
		random_country = {
			limit = {
				original_tag = MEN
				has_government = communism
				is_subject = no
			}
			FROM = {
				puppet = {
					target = PREV
					end_wars = no
					end_civil_wars = no
				}
			}
			set_politics = {
				ruling_party = communism
			}
		}
	} {
		name = tsr_manchukuo.5.b
		ai_chance = {
			base = 2
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		} {
			random_country = {
				limit = {
					original_tag = MEN
					NOT = {
						has_government = communism
					}
				}
				FROM = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
		}
		start_civil_war = {
			ideology = communism
			ruling_party = ROOT
			size = 0.5
			states = all
			states_filter = {
				state = 612
				is_controlled_by = ROOT
				is_capital = no
			}
		}
		random_country = {
			limit = {
				original_tag = MEN
				has_government = communism
				is_subject = no
			}
			FROM = {
				puppet = {
					target = PREV
					end_wars = no
					end_civil_wars = no
				}
			}
			set_politics = {
				ruling_party = communism
			}
		}
	}
}
### Entity: Idea
Component: FIN_assimilation
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
FIN_assimilation = {
	allowed = {
		original_tag = FIN
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: GER_investments_into_sino_german_research_cooperation_idea
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_investments_into_sino_german_research_cooperation_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = EST_exploit_the_banks
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Country History
Country: KAT
Component: KAT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KAT - Katanga.txt

Code:
# Politics & Parties for KAT
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 60
	democratic = 20
	communism = 15
	fascism = 5
}
### Entity: State History
Component: 1071
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1071-Los Andes.txt

Code:
state = {
	id = 1071
	name = STATE_1071
	manpower = 612734
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		add_claim_by = BOL
		add_to_array = {
			state_victory_points = 2224
		} {
			state_victory_points = 11001
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			2224 1
		} {
			11001 3
		}
	}
	provinces = {
		2224 11001 13370 13367
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: r56_GER_prepare_weserubung
Constructs: limit, has_government, has_war_with, has_country_flag, is_major, has_capitulated
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_prepare_weserubung = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1941.01.01
		ROOT = {
			has_government = fascism
			is_major = yes
			surrender_progress = < 0.01
			has_country_flag = r56_GER_prepare_weserubung_strat_is_a_go
		}
		if = {
			limit = {
				ROOT = {
					has_war_with = POL
				}
			}
			POL = {
				OR = {
					exists = no
					has_capitulated = yes
					surrender_progress = > 0.75
				}
			}
		}
		OR = {
			DEN = {
				exists = yes
				has_capitulated = no
			}
			NOR = {
				exists = yes
				has_capitulated = no
			}
		}
	}
	abort = {
		GER = {
			surrender_progress = > 0.01
		}
		AND = {
			DEN = {
				OR = {
					exists = no
					has_capitulated = yes
				}
			}
			NOR = {
				OR = {
					exists = no
					has_capitulated = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = DEN
		value = 1
	} {
		type = prepare_for_war
		id = NOR
		value = 50
	} {
		type = front_armor_score
		id = NOR
		value = -250
	} {
		type = front_armor_score
		id = DEN
		value = -250
	} {
		type = invasion_unit_request
		state = 110
		value = 10
	} {
		type = invasion_unit_request
		state = 144
		value = 9
	} {
		type = invasion_unit_request
		state = 144
		value = 8
	} {
		type = invade
		id = NOR
		value = 25
	}
}
### Entity: Event
Component: DOD_hungary.22
Constructs: is_triggered_only, add_opinion_modifier, add_manpower, send_equipment, add_ai_strategy
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.22
	title = DOD_hungary.22.t
	desc = DOD_hungary.22.desc
	picture = GFX_report_event_swedish_soldier
	is_triggered_only = yes
	option = {
		name = DOD_hungary.22.a
		add_opinion_modifier = {
			target = SWE
			modifier = took_stand_for_us
		}
		SWE = {
			add_manpower = -8000
			send_equipment = {
				target = HUN
				type = infantry_equipment
				amount = 500
			}
			add_ai_strategy = {
				type = support
				id = HUN
				value = 200
			}
		}
		add_manpower = 8000
	}
}
### Entity: Idea
Component: CAN_trade_fleet
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/canada.txt

Code:
CAN_trade_fleet = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = escort_effort_focus
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Character
Component: OMA_said_bin_taimur_of_oman
Source: game
File: common/country_leader/r56_traits.txt

Code:
OMA_said_bin_taimur_of_oman = {
	random = no
	political_advisor_cost_factor = -0.05
	resistance_damage_to_garrison = -0.05
	ai_strategy = {
		type = befriend
		id = ENG
		value = 10
	}
}
### Entity: Character
Component: NEN_air_chief_ar
Source: game
File: common/characters/NEN.txt

Code:
NEN_air_chief_ar = {
	advisor = {
		slot = air_chief
		cost = 100
		idea_token = NEN_air_chief_ar
		allowed = {
			original_tag = NEN
		}
		traits = {
			air_chief_reform_2
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_army_1
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_defense_mobilization
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_defense_mobilization
	icon = GFX_goal_manpower
	prerequisite = {
		focus = KOR_repeal_colonial_restrictions
	} {
		focus = KOR_experience_of_the_korean_liberation_army
	}
	relative_position_id = KOR_repeal_colonial_restrictions
	x = 9
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: GER_dismantle_czechoslovakian_forts
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_dismantle_czechoslovakian_forts = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
	}
}
### Entity: Idea
Component: MEN_disorganized_military_2
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_disorganized_military_2 = {
	name = MEN_disorganized_military
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tur_disorganised_armed_forces
	modifier = {
		army_org_factor = -0.15
		max_planning_factor = -0.15
		army_morale_factor = -0.1
		war_support_factor = -0.05
		consumer_goods_factor = 0.05
	}
}
### Entity: Idea
Component: GER_auto_union
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_auto_union = {
	picture = GER_auto_union
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_panzergrenadier
		}
	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	traits = {
		armored_car_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Technology
Component: gw_artillery
Constructs: limit, enable_equipments, enable_subunits, enable_equipment_modules, has_dlc, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipments = {
		artillery_equipment_1
	}
	enable_subunits = {
		field_guns
	}
	armored_car = {
		soft_attack = 0.1
	}
	path = {
		leads_to_tech = interwar_artillery
		research_cost_coeff = 1
	} {
		leads_to_tech = interwar_antitank
		research_cost_coeff = 1
	} {
		leads_to_tech = interwar_antiair
		research_cost_coeff = 1
	}
	enable_equipment_modules = {
		ship_anti_air_1 tank_small_cannon secondary_turret_small_cannon
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_land_super_heavy_howitzer
			}
		}
	}
	research_cost = 1.5
	folder = {
		name = artillery_folder
		position = {
			x = 0
			y = 0
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			date = > 1937.1.1
		} {
			factor = 5
			date = > 1938.1.1
		} {
			factor = 5
			date = > 1939.1.1
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_mission_to_the_us
Constructs: shared_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, has_capitulated, cancel_if_invalid, add_ai_strategy
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_mission_to_the_us
	icon = GFX_focus_chi_mission_to_the_us
	prerequisite = {
		focus = CHI_invite_foreign_investors
	}
	x = 8
	y = 0
	mutually_exclusive = {
		focus = CHI_collaboration_with_the_japanese
	}
	relative_position_id = CHI_british_cooperation
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		OR = {
			USA_will_support = yes
			has_government = neutrality
			USA = {
				has_government = ROOT
			}
		}
		USA = {
			has_capitulated = no
			NOT = {
				has_War_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_mission_to_the_us
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 100
			} {
				type = protect
				id = ROOT
				value = 100
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			} {
				type = support
				id = ROOT
				value = 100
			}
		} {
			unlock_decision_tooltip = USA_support_the_anti_fascist_war
		}
		custom_effect_tooltip = CHI_mission_to_the_us_soong_us_decision
	}
}
### Entity: Event
Component: sfl.12
Constructs: is_triggered_only, add_opinion_modifier, set_global_flag, create_wargoal, annex_everything, add_ai_strategy
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.12
	title = sfl.12.t
	desc = sfl.12.d
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		set_global_flag = jap_no_return_terri_to_both_china
		name = sfl.12.a
		add_opinion_modifier = {
			modifier = jap_no_return_terri
			target = JAP
		}
		create_wargoal = {
			target = JAP
			type = annex_everything
		}
		add_ai_strategy = {
			type = antagonize
			id = JAP
			value = 200
		}
	}
}
### Entity: Event
Component: ARG_political_events.39
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.39
	title = ARG_political_events.39.t
	desc = ARG_political_events.39.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ARG_political_events.39.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = SPA
			modifier = large_decrease
		}
	}
}
### Entity: Country History
Country: CHT
Component: CHT_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/CHT - Chatham Islands.txt

Code:
# Politics & Parties for CHT
add_ideas = {
	CHT_fading_national_identity
}
set_stability = 0.65
set_war_support = 0.15
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	neutrality = 35
	fascism = 10
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_third_five_year_plan
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_to_variable, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_third_five_year_plan
	icon = GFX_SOV_third_five_year_plan_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_finish_the_five_year_plan
	}
	x = 0
	y = 1
	relative_position_id = SOV_finish_the_five_year_plan
	cost = 10
	available = {
		SOV_third_five_year_plan_available = yes
		custom_trigger_tooltip = {
			tooltip = SOV_fyp_controlled_factories_tier_2_tt
			NOT = {
				num_of_controlled_factories = < SOV_fyp_factory_requirement_tier_2
			}
		}
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		hidden_effect = {
			add_to_variable = {
				SOV_fyp_production_factory_efficiency_gain_factor = 0.05
			} {
				SOV_fyp_consumer_goods_factor = 0.1
			}
		}
		if = {
			limit = {
				has_government = communism
			}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SOV_second_five_year_plan_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier
				}
			}
			custom_effect_tooltip = SOV_third_five_year_plan_ns_tt
			add_tech_bonus = {
				name = SOV_third_five_year_plan_default
				bonus = 0.75
				uses = 2
				category = construction_tech
			}
		}
		else = {
			custom_effect_tooltip = SOV_third_five_year_plan_ns_alt_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SOV_second_five_year_plan_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier_alt
				}
			}
			add_tech_bonus = {
				name = SOV_third_five_year_plan_alt
				bonus = 0.75
				uses = 2
				category = construction_tech
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_democratic_foreign_exchange_allocation_policy
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_democratic_foreign_exchange_allocation_policy
	icon = GFX_focus_JAP_foreign_exchange_allocation_policy
	x = 1
	y = 1
	relative_position_id = JAP_invest_in_foreign_industries
	prerequisite = {
		focus = JAP_invest_in_foreign_industries
	} {
		focus = JAP_seek_foreign_investments
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.15
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Order of Battle
Component: Public Force
Constructs: division_template
Source: game
File: history/units/LUX_1936.txt

Code:
division_template = {
	name = Public Force
	division_names_group = LUX_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		}
	}
}
### Entity: Character
Component: MRT_coi
Source: game
File: common/characters/MRT.txt

Code:
MRT_coi = {
	advisor = {
		slot = political_advisor
		idea_token = MRT_coi
		allowed = {
			original_tag = MRT
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}