Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_just_good_business
Constructs: prerequisite, completion_reward, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_just_good_business
	icon = GFX_focus_RAJ_just_good_business
	prerequisite = {
		focus = RAJ_deathknell_to_the_raj
	}
	x = 0
	y = 1
	relative_position_id = RAJ_deathknell_to_the_raj
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_dockyard_in_core_otherwise_build_in_controlled = yes yes
		create_wargoal = {
			type = annex_everything
			target = INS
		} {
			type = annex_everything
			target = SIA
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_public_works
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_public_works
	icon = GFX_focus_generic_public_works
	prerequisite = {
		focus = CHI_sea_cooperation_with_the_communists CHI_sea_opposition
	}
	x = -1
	y = 2
	relative_position_id = CHI_sea_opposition
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CHI_public_works
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_FIN
Source: game
File: common/ai_focuses/FIN.txt

Code:
ai_focus_military_advancements_FIN = {
	research = {
		armor = 1.0
		jet_technology = 1.0
		land_doctrine = 100.0
		rocketry = 1.5
		radar_tech = 1.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 1.0
		motorized_equipment = 2.0
		nuclear = 1.0
		night_vision = 1.0
		train_tech = 3.0
	}
}
### Entity: Technology
Component: supersonic_fighter1
Constructs: allow_branch, has_dlc, is_special_project_completed, enable_equipments, research_cost, is_special_project_tech
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_supersonic_jet
		}
	}
	enable_equipments = {
		supersonic_fighter_equipment_1
	}
	research_cost = 2
	start_year = 1950
	categories = {
		light_air jet_technology mio_cat_all_light_fighter_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	is_special_project_tech = yes
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: dictator
Source: game
File: common/country_leader/00_traits.txt

Code:
dictator = {
	random = no
	political_power_factor = 0.25
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: r56_den_sabotaged_frontlines
Constructs: remove_trigger, is_controlled_by, disable_strategic_redeployment_for_controller
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_den_sabotaged_frontlines = {
	icon = GFX_modifier_communist_peasent
	remove_trigger = {
		NOT = {
			is_controlled_by = GER
		}
	}
	army_speed_factor_for_controller = -0.2
	disable_strategic_redeployment_for_controller = 1
	local_supplies = -0.15
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Military_Buildup
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_tech, add_ai_strategy, random_owned_controlled_state
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Military_Buildup
	icon = GFX_goal_generic_munitions_factories
	prerequisite = {
		focus = KAT_the_geological_scandal
	}
	text = GEN_expand_military_capacity
	x = 4
	y = 1
	relative_position_id = KAT_the_geological_scandal
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2.5
		modifier = {
			add = 7.5
			ROOT = {
				has_war = yes
			}
		} {
			factor = 0
			date = < 1939.1.1
			OR = {
				tag = GXC YUN SHX SIC XSM DEN
				num_of_controlled_states = < 2
			}
		}
	}
	available = {
		num_of_controlled_states = > 0
		has_tech = basic_machine_tools
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_ai_strategy = {
					type = befriend
					id = USA
					value = 50
				}
			}
			else_if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_ai_strategy = {
					type = befriend
					id = GER
					value = 50
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_ai_strategy = {
					type = befriend
					id = SOV
					value = 50
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_push_secular
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_push_secular
	icon = GFX_focus_generic_military_academy
	relative_position_id = ISR_mapai_hashomer
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_mapai_hashomer
	}
	text = ISR_push_secular_education
	available = {
		NOT = {
			has_country_flag = ISR_urf_in_coalition
		}
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_secularized_education
	}
}
### Entity: Character
Component: naw_propagandist
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_propagandist = {
	sprite = 13
	random = yes
	trade_laws_cost_factor = -0.2
	mobilization_laws_cost_factor = -0.2
	economy_cost_factor = -0.2
	subversive_activites_upkeep = -0.2
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Estonia.html

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

Estonia

Capital provinceTallinn

Government typeParliamentary Democracy

FactionNeutral

|
Please help improve this article or section by expanding it. |

Estonia is a micro power in the Baltics.
Historically, it was occupied by the Soviet Union in 1940.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Scripted Effect
Component: EAI_MAP_entire_pacific_theatre
Constructs: limit, clear_array, every_state, is_on_continent, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_entire_pacific_theatre = {
	clear_array = EAI_MAP_entire_pacific_theatre
	every_state = {
		limit = {
			OR = {
				state = 629 727 631 630 642 726 641 633 639 643 636 725 632 684 648 645 646 638 647
				region = 79 106 218 118 105 172 95 180 97 178 179 84 94 83 167 78 188 73 72 75 187 159 80 160 154 90 158 91 83
				is_on_continent = australia
			}
		}
		add_to_array = {
			global.EAI_MAP_entire_pacific_theatre = THIS.id
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Militarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Militarism
	icon = GFX_goal_generic_multinational_army
	cost = 10
	prerequisite = {
		focus = PAK_Encourage_Protectionism
	}
	x = -4
	y = 4
	relative_position_id = PAK_Birth_of_a_Nation
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = militarism_focus
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_suppress_paramilitary_organizations
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_suppress_paramilitary_organizations
	icon = GFX_focus_PAR_neuter_the_guion_rojo
	prerequisite = {
		focus = RAJ_india_indivisible
	}
	x = 2
	y = 0
	relative_position_id = RAJ_annex_goa
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	complete_tooltip = {

	}
	completion_reward = {
		remove_ideas = {
			idea_RAJ_remaining_paramilitary_organizations
		}
	}
}
### Entity: AI Strategy
Component: USA_west_coast_defense
Constructs: has_war
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_west_coast_defense = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = us_west_coast
		value = 100
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_advanced_basing
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_building_construction, is_subject_of
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_advanced_basing
	icon = GFX_goal_generic_occupy_states_coastal
	x = 0
	y = 2
	prerequisite = {
		focus = USA_advanced_mahanian_doctrine
	}
	relative_position_id = USA_battleship_primacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		638 = {
			add_building_construction = {
				type = naval_base
				province = 12140
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				327 = {
					CONTROLLER = {
						is_subject_of = ROOT
					}
				}
			}
			327 = {
				add_building_construction = {
					type = naval_base
					province = 10265
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_210
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_210 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_210
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 210
		states = {
			210
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: CZE_zlin_aircraft
Constructs: has_completed_focus, limit, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_zlin_aircraft = {
	name = CZE_zlin_aircraft_organization
	picture = generic_air_manufacturer_3
	allowed = {
		OR = {
			original_tag = CZE GER
		}
		has_dlc = Peace For Our Time
	}
	available = {
		if = {
			limit = {
				original_tag = GER
			}
			has_completed_focus = GER_integrate_czech_manufacturers
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			NOT = {
				has_completed_focus = CZE_invest_in_the_smaller_air_plants
			}
		} {
			limit = {
				original_tag = GER
			}
			NOT = {
				has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		aircraft_production_plant
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 1ère Brigade Cuirassée
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 1ère Brigade Cuirassée
	location = 9523
	division_template = Brigade Cuirassée
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Order of Battle
Component: air_wing_18
Source: game
File: history/units/FRA_1936_air_bba.txt

Code:
air_wings = {
	18 = {
		small_plane_airframe_0 = {
			owner = FRA
			amount = 96
			version_name = D.510
		}
	}
}
### Entity: Idea
Component: GRE_metaxism
Constructs: stability_factor, has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/greece.txt

Code:
GRE_metaxism = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			OR = {
				has_government = communism fascism democratic
			}
		}
	}
	picture = gre_metaxism
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		drift_defence_factor = 0.5
		generate_wargoal_tension = 1.0
		join_faction_tension = 1.0
		lend_lease_tension = 0.5
		send_volunteers_tension = 0.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -100
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_heavy_political_crackdowns
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_heavy_political_crackdowns
	icon = GFX_goal_arrests
	relative_position_id = MPL_demonize_the_monarchy
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_demonize_the_monarchy
	} {
		focus = MPL_stalinist_industrialization
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		} {
			ideology = fascism
			popularity = -0.1
		} {
			ideology = neutrality
			popularity = -0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: YAK_anatoly_pepelyayev
Source: game
File: common/characters/YAK.txt

Code:
YAK_anatoly_pepelyayev = {
	name = Anatoly Pepelyayev
	portraits = {
		civilian = {
			large = GFX_portrait_Anatoly_Pepelyayev
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Character
Component: SPA_jose_enrique_varela
Constructs: has_completed_focus, limit, has_government, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_jose_enrique_varela = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_jose_enrique_varela
		portraits = {
			army = {
				large = GFX_portrait_SPA_jose_enrique_varela
				small = GFX_portrait_SPA_jose_enrique_varela_small
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = SPA_jose_enrique_varela
			ledger = army
			allowed = {
				has_dlc = La Resistance
				OR = {
					original_tag = SPR CHL
				}
			}
			visible = {
				NOT = {
					tag = SPD SPC
				}
			}
			available = {
				if = {
					limit = {
						NOT = {
							has_completed_focus = SPA_supremacy_of_the_communion
						}
					}
					NOT = {
						has_completed_focus = SPA_eliminate_the_carlists
					}
				} {
					limit = {
						has_completed_focus = SPA_unify_the_nationalist_front
					}
					NOT = {
						has_global_flag = SPR_carlist_uprising_flag
					}
				}
				custom_trigger_tooltip = {
					tooltip = SPA_not_republican_spain_tt
					NOT = {
						tag = SPD
					}
				}
			}
			traits = {
				military_theorist
			}
		}
		corps_commander = {
			traits = {
				trait_SPA_nationalist_sympathies organizer infantry_leader
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = 1114
			visible = {
				OR = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
					AND = {
						tag = SPA
						has_global_flag = spanish_civil_war
						NOT = {
							has_global_flag = SPR_carlist_uprising_flag
						}
					} {
						tag = SPB
						has_global_flag = spanish_civil_war SPR_carlist_uprising_flag
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_jose_enrique_varela
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_3
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = SPA_jose_enrique_varela
			ledger = army
			name = SPA_jose_enrique_varela
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				has_government = fascism
			}
			available = {
				has_government = fascism
			}
			traits = {
				military_theorist
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_TI_BB_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_TI_BB_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_TI_BB_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 7
	}
}
### Entity: Character
Component: CZE_josef_guttman
Constructs: has_completed_focus
Source: game
File: common/characters/CZE.txt

Code:
CZE_josef_guttman = {
	name = CZE_josef_guttman
	portraits = {
		army = {
			small = GFX_idea_CZE_josef_guttmann
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_josef_guttman
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_zapotocky_faction
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_appeal_to_the_castle CZE_placate_benes_faction CZE_negotiations_with_the_autonomous_bloc CZE_gottwald_faction CZE_kohler_faction
				}
			}
		}
		traits = {
			devoted_communist
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_cobalt_supremacy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_cobalt_supremacy
	icon = GFX_focus_PHI_cobalt_supremacy
	prerequisite = {
		focus = PHI_land_of_the_setting_sun PHI_the_sun_has_set
	} {
		focus = PHI_sea_of_cobalt
	}
	relative_position_id = PHI_sea_of_cobalt
	x = 0
	y = 2
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.5
			date = > 1942.1.1
		} {
			factor = 5
			date = > 1944.1.1
		}
	}
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = PHI_sea_of_cobalt_idea
			add_idea = PHI_cobalt_supremacy_idea
		}
	}
}
### Entity: Idea
Component: ICE_home_defense10
Constructs: army_defence_factor
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense10 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.2
		army_defence_factor = 0.1
		army_morale_factor = 0.1
		conscription = 0.02
		training_time_army_factor = -0.05
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.03
Constructs: is_triggered_only, limit, has_war_with, has_country_flag, white_peace, is_in_faction_with, every_other_country, clr_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.03
	title = BBA_italy_anti_colonialism_events.03.t
	desc = BBA_italy_anti_colonialism_events.03.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			ITA_end_the_italo_ethiopian_war = yes
		}
	}
	option = {
		name = BBA_italy_anti_colonialism_events.03.a
		white_peace = FROM
		hidden_effect = {
			if = {
				limit = {
					any_country = {
						is_in_faction_with = ROOT
						has_war_with = FROM
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
						has_war_with = FROM
					}
					white_peace = FROM
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_country_flag = ITA_ethiopia_gets_puppeted_flag
				}
			}
			puppet = FROM
			FROM = {
				clr_country_flag = ITA_ethiopia_gets_puppeted_flag
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_banana_empire
Constructs: prerequisite, limit, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, has_cosmetic_tag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_banana_empire
	icon = GFX_goal_HON_bannans_empire
	prerequisite = {
		focus = HON_fruitful_partnership HON_corporate_alliance
	}
	relative_position_id = HON_corporate_alliance
	mutually_exclusive = {
		focus = HON_empower_domestic_competition
	}
	x = 2
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = HON_best_banana_republic
			add_idea = HON_banana_empire
		}
		add_political_power = 75
		if = {
			limit = {
				has_cosmetic_tag = USC_UNIFIED
			}
			drop_cosmetic_tag = yes
		}
		set_cosmetic_tag = UFC
		set_country_flag = r56_banana_yellow_HON
		hidden_effect = {
			add_state_claim = 1089
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_establish_the_gunbatsu
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_establish_the_gunbatsu
	icon = GFX_focus_generic_military_dictatorship
	x = 0
	y = 1
	relative_position_id = JAP_revere_the_emperor_destroy_the_traitors
	prerequisite = {
		focus = JAP_revere_the_emperor_destroy_the_traitors
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		country_event = {
			id = SEA_japan_popup_events.8
		}
		JAP_small_government_faction_loss = yes
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_experimental_mobility
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_experimental_mobility
	icon = GFX_goal_mobile_warfare
	prerequisite = {
		focus = MON_favour_young_officers
	}
	x = 3
	y = 1
	relative_position_id = MON_favour_young_officers
	cost = 10
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = MON_revive_forgotten_doctrines MON_rely_on_soviet_tactics MON_the_grand_stratagem MON_adopt_tsogs_methods
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_mobile_warfare
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: r56_CAN_YCLOC
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_YCLOC = {
	name = r56_CAN_YCLOC
	allowed = {
		always = no
	}
	picture = home_of_the_revolution
	removal_cost = -1
	modifier = {
		communism_drift = 0.03
		conscription = 0.005
	}
}