Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_67
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_67 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 67
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 67
	}
}
### Entity: Idea
Component: JAP_we_sent_our_technicians_tanks
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_we_sent_our_technicians_tanks = {
	picture = generic_research_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.06
	}
	equipment_bonus = {
		armor = {
			build_cost_ic = 0.05
		}
		motorized_equipment = {
			build_cost_ic = 0.05
		}
		mechanized_equipment = {
			build_cost_ic = 0.05
		}
	}
}
### Entity: Idea
Component: GRE_battle_for_the_bosporus
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_battle_for_the_bosporus = {
	allowed = {
		original_tag = GRE
	}
	picture = bul_supremacy_on_the_bosphorus
	removal_cost = -1
	targeted_modifier = {
		tag = TUR
		attack_bonus_against = 0.25
		defense_bonus_against = 0.15
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_army_xp_3
Constructs: fire_only_once, has_project_flag, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_army_xp_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_army_xp_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_army_xp
		iteration_output = {
			country_effects = {
				army_experience = constant:sp_military_xp_gain.high
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_army_xp_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_a_leftist_sejm
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_a_leftist_sejm
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = POL_state_national_council
	}
	relative_position_id = POL_state_national_council
	x = -1
	y = 1
	cost = 5
	available = {
		OR = {
			has_government = democratic communism
		}
		NOT = {
			has_completed_focus = POL_elect_a_PSL_leader
		}
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_wanda_wasilewska POL_boleslaw_bierut POL_edward_osobka_morawski
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Mar Rosso
Source: game
File: history/units/ITA_1939_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Mar Rosso
	naval_base = 12766
	task_force = {
		name = Squadra di Mar Rosso
		location = 12766
		ship = {
			name = RCT Francesco Nullo
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Nazario Sauro
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Cesare Battisti
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Daniele Manin
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Leone
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Pantera
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Tigre
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Giovanni Acerbi
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Vincenzo Giordano Orsini
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		}
	} {
		name = VIII Gruppo Sommergibili
		location = 12766
		ship = {
			name = RSmg Guglielmotti
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = ITA
					version_name = Marcello Class
				}
			}
		} {
			name = RSmg Galvani
			definition = submarine
			equip
# ... (truncated)
### Entity: Unit Template
Component: BEL_MOT_01
Source: game
File: common/units/names_divisions/BEL_names_divisions.txt

Code:
BEL_MOT_01 = {
	name = Motorized Cavalry
	for_countries = {
		BEL
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	fallback_name = %dème Div. de Cavalerie Motorisée
	ordered = {
		1 = {
			%dère Div. de Cavalerie Motorisée
		}
		2 = {
			%dème Div. de Cavalerie Motorisée
		}
		3 = {
			%dème Div. de Cavalerie Motorisée
		}
		4 = {
			%dème Div. de Cavalerie Motorisée
		}
		5 = {
			%dème Div. de Cavalerie Motorisée
		}
		6 = {
			%dème Div. de Cavalerie Motorisée
		}
		7 = {
			%dème Div. de Cavalerie Motorisée
		}
		8 = {
			%dème Div. de Cavalerie Motorisée
		}
		9 = {
			%dème Div. de Cavalerie Motorisée
		}
		10 = {
			%dème Div. de Cavalerie Motorisée
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_build_the_nation
Constructs: has_completed_focus, limit, completion_reward, set_technology, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_build_the_nation
	icon = GFX_goal_generic_construction
	x = 28
	y = 0
	cost = 5
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 10
			has_completed_focus = SER_state_guard
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = construction_tech
		}
		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_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ICE_armour_focused
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_armour_focused = {
	picture = generic_armor
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_armor_attack_factor = 0.2
		army_armor_defence_factor = 0.2
		army_armor_speed_factor = 0.05
		license_armor_purchase_cost = -0.75
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_contact_the_bandits
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_manpower, add_timed_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_contact_the_bandits
	icon = GFX_goal_infantry_flames
	x = -1
	y = 1
	relative_position_id = MON_ensure_control_over_the_railways
	cost = 7.2
	prerequisite = {
		focus = MON_ensure_control_over_the_railways
	}
	available = {
		NOT = {
			has_completed_focus = MON_seize_the_power
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_manpower = 2000
		add_stability = -0.05
		add_timed_idea = {
			idea = MON_banditry_know_how
			days = 270
		}
		MON_soviet_low_influence_decrease_effect = yes
		unlock_decision_tooltip = MON_expand_the_recruitment_campaign
		if = {
			limit = {
				has_active_mission = MON_choibalsan_plot
			}
			add_days_mission_timeout = {
				mission = MON_choibalsan_plot
				days = 80
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_republic_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_republic_army
	icon = GFX_goal_generic_democratic_army
	text = AlB_republic_army
	available = {
		has_government = democratic
	}
	prerequisite = {
		focus = VNZ_representative_grand_council
	}
	relative_position_id = VNZ_representative_grand_council
	x = -1
	y = 2
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = democratic_army_focus
	}
}
### Entity: Character
Component: GER_otto_ruhle
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_otto_ruhle = {
	name = GER_otto_ruhle
	portraits = {
		civilian = {
			small = GFX_portrait_GER_otto_ruhle_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_otto_ruhle
		allowed = {
			original_tag = GER
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_monarchist_sentiment
				}
			}
		}
		available = {
			has_completed_focus = GER_legacy_of_the_spartacus_league
		}
		traits = {
			marxist_philosopher
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_hold_fair_elections
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_hold_fair_elections
	icon = GFX_goal_support_democracy
	relative_position_id = LIT_solicit_ratikiss_support
	x = 6
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_solicit_ratikiss_support
	}
	mutually_exclusive = {
		focus = LIT_dissolve_the_seimas
	}
	available = {
		NOT = {
			has_country_flag = LIT_elections_in_progress_flag
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = lithuania.19
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_jet_engine_research
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus, jet_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_jet_engine_research
	icon = GFX_goal_CZE_the_new_age_of_aviation
	prerequisite = {
		focus = CZE_advanced_aircraft_prototypes
	}
	x = 0
	y = 1
	relative_position_id = CZE_advanced_aircraft_prototypes
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = jet_bonus
			bonus = 1
			uses = 1
			category = jet_technology
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: default_assign_supportive_scientist
Constructs: has_political_power
Source: game
File: common/ai_strategy/default.txt

Code:
default_assign_supportive_scientist = {
	enable = {
		OR = {
			can_assign_supportive_scientist_to_faction = specialization_land specialization_nuclear specialization_naval specialization_naval
		}
		has_political_power = > 74
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_priority
		id = supportive_scientist
		value = 25
	}
}
### Entity: Idea
Component: CZE_rebuilding_the_navy3_idea
Constructs: political_power_gain
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_rebuilding_the_navy3_idea = {
	allowed = {

	}
	picture = generic_navy_bonus
	allowed_civil_war = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
		consumer_goods_factor = 0.05
		political_power_gain = 0.05
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_consolidate_dominance_of_the_seas
Constructs: prerequisite, limit, add_war_support, completion_reward, add_doctrine_cost_reduction, random_owned_state, set_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_consolidate_dominance_of_the_seas
	prerequisite = {
		focus = BUL_guardians_of_the_balkans BUL_join_the_allies
	}
	icon = GFX_goal_generic_navy_battleship
	relative_position_id = BUL_guardians_of_the_balkans
	x = -3
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.05
		navy_experience = 50
		add_doctrine_cost_reduction = {
			name = BUL_consolidate_dominance_of_the_seas
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			set_state_flag = BUL_consolidate_dominance_of_the_seas_flag
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				NOT = {
					has_state_flag = BUL_consolidate_dominance_of_the_seas_flag
				}
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		hidden_effect = {
			random_owned_state = {
				limit = {
					has_state_flag = BUL_consolidate_dominance_of_the_seas_flag
				}
				clr_state_flag = BUL_consolidate_dominance_of_the_seas_flag
			}
		}
	}
}
### Entity: Modifier Reference
Component: AFG_cooperative_relation_modifier
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
AFG_cooperative_relation_modifier = {
	valid_relation_trigger = {

	}
	generate_wargoal_tension_against = 0.1
	trade_cost_for_target_factor = -0.05
}
### Entity: Technology
Component: armor_tech_1
Constructs: has_war, is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipment_modules = {
		tank_welded_armor
	}
	path = {
		leads_to_tech = armor_tech_2
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = armor_tech_1_tt
	}
	show_effect_as_desc = yes
	research_cost = 1
	start_year = 1936
	folder = {
		name = nsb_armour_folder
		position = {
			x = 3
			y = @1935
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			is_major = yes
		} {
			has_war = yes
			factor = 10
		} {
			factor = 1.1
			date = > 1937.1.1
		} {
			factor = 1.5
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_DEFENSIVE_minor_shortage
Constructs: has_war_with, is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_DEFENSIVE_minor_shortage = {
	enable = {
		is_in_faction_with = JAP
		has_war_with = CHI
		EAI_MILITARY_army_shortage_MAJOR = yes
	}
	abort = {
		NOT = {
			AND = {
				is_in_faction_with = JAP
				has_war_with = CHI
				EAI_MILITARY_army_shortage_MAJOR_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 600
		execution_type = careful
		country_trigger = {
			OR = {
				tag = CHI
				has_war_together_with = CHI
			}
		}
	}
}
### Entity: Idea
Component: CZE_soviet_military
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_soviet_military = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: Modifier Reference
Construct: naval_mission_xp_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_mission_xp_factor

* Number with 3 decimal places
* **Categories**: naval
### Entity: AI Strategy
Component: PAR_alternative_democratic_strategy_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/PAR_alternate_strategy_plan.txt

Code:
PAR_alternative_democratic_strategy_plan = {
	allowed = {
		original_tag = PAR
	}
	enable = {
		OR = {
			has_country_flag = PAR_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = PAR_AI_BEHAVIOR
				option = DEMOCRATIC
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		GUAY_the_tag_economic_miracle GUAY_exploit_mineral_wealth GUAY_national_academy_of_sciences GUAY_national_academy_of_sciences_2 GUAY_laissez_faire PAR_reach_out_to_european_contacts PAR_a_call_out_for_aid PAR_ask_for_bankroll PAR_by_all_means_which_to_win PAR_request_weapons PAR_to_cross_a_river PAR_specialized_terrain_training PAR_goad_bolivia PAR_put_estigarribia_on_a_pedestal PAR_aftermath_of_the_coup PAR_soliders_for_prisoners SMB_army SMB_military_facilities SMB_army_academy SMB_air_force SMB_regular_infantry SMB_artillery SMB_foreign_designs
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: baron_of_terror
Source: game
File: common/country_leader/00_traits.txt

Code:
baron_of_terror = {
	sprite = 13
	resistance_damage_to_garrison = -0.15
	foreign_subversive_activites = -0.15
	non_core_manpower = 0.01
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: JAM_acgs
Source: game
File: common/characters/JAM.txt

Code:
JAM_acgs = {
	advisor = {
		slot = air_chief
		idea_token = JAM_acgs
		allowed = {
			original_tag = JAM
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: great_survivor
Constructs: stability_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
great_survivor = {
	random = no
	stability_factor = 0.1
	mobilization_speed = 0.15
}
### Entity: Character
Component: LAT_janis_rudzutaks
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_janis_rudzutaks = {
	name = LAT_janis_rudzutaks
	portraits = {
		army = {
			small = GFX_idea_LAT_janis_rudzutaks
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_janis_rudzutaks
		allowed = {
			OR = {
				original_tag = LAT SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			marxist_fundamentalist
		}
	}
}
### Entity: Order of Battle
Component: Kwajalein Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Kwajalein Kichi Shubitai
	location = 13041
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: USA_greenland_patrol_idea
Constructs: has_war, limit, has_government, removal_cost, is_controlled_by, is_subject, is_in_faction_with, is_owned_and_controlled_by
Source: game
File: common/ideas/usa.txt

Code:
USA_greenland_patrol_idea = {
	picture = tur_sub_zero_survival_training
	allowed = {
		original_tag = USA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	available = {
		101 = {
			is_controlled_by = ROOT
		}
		DEN = {
			OR = {
				has_war = yes
				is_subject = yes
			}
		}
	}
	cancel = {
		DEN = {
			is_subject = no
			has_war = no
			is_in_faction_with = ROOT
			has_government = ROOT
		}
	}
	on_remove = {
		IF = {
			limit = {
				DEN = {
					exists = yes
					is_subject = no
				}
				101 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			101 = {
				transfer_state_to = DEN
			}
			DEN = {
				country_event = {
					id = AAT_USA_events.07
					days = 1
				}
			}
		}
	}
	modifier = {
		acclimatization_cold_climate_gain_factor = 0.1
		spotting_chance = 0.02
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_empire
Constructs: prerequisite, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea, create_corps_commander
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_empire
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	x = 3
	y = 2
	mutually_exclusive = {
		focus = MAL_the_nation
	}
	prerequisite = {
		focus = MAL_centralisation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_political_idea
			add_idea = MAL_political_idea_neutrality
		}
		effect_tooltip = {
			create_corps_commander = {
				name = Lewis Heath
				portrait_path = gfx/leaders/MAL/Portrait_Lewis_Heath.dds
				traits = {

				}
				skill = 3
				attack_skill = 3
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 2
				id = 1217
			} {
				name = Gordon Bennett
				portrait_path = gfx/leaders/MAL/Portrait_Gordon_Bennett.dds
				traits = {

				}
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
				id = 1218
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: KHM_padishah
Constructs: army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KHM_padishah = {
	random = no
	sprite = 13
	communism_acceptance = -40
	army_attack_factor = 0.025
}
### Entity: Event
Component: recruit_generals.2
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.2
	title = recruit_generals.2.t
	desc = recruit_generals.2.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.2.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				LIT = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}