Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SIL
Component: SIL_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, set_convoys, complete_national_focus, complete_special_project
Source: game
File: history/countries/SIL - Silesia.txt

Code:
# Misc for SIL
capital = 66
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		basic_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_heavy_armor_scheme = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		support_weapons = 1
		support_weapons2 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		synth_oil_experiments = 1
		fuel_refining2 = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
	}
	set_grand_doctrine = grand_battleplan
# ... (truncated)
### Entity: Idea
Component: PRE_mt
Source: game
File: common/ideas/prussia.txt

Code:
PRE_mt = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = PRE
	}
	traits = {
		military_theorist
	}
}
### Entity: Idea
Component: PAL_tight_organization_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_tight_organization_idea = {
	picture = eng_imperial_conscription
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_power_gain_mult = 0.1
		high_command_cost_factor = -0.5
		army_org_factor = 0.1
	}
}
### Entity: Decision
Component: SOV_kill_trotsky_dec_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_kill_trotsky_dec_cat = {
	priority = 9
	icon = spr_political_assassination
	allowed = {
		original_tag = SOV
		NOT = {
			has_dlc = La Resistance
		}
	}
	visible = {
		has_completed_focus = SOV_behead_the_snake
	}
}
### Entity: Event
Component: hon.82
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.82
	title = hon.82.t
	desc = hon.82.desc
	picture = GFX_report_event_chinese_army_training
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = hon.82.a
	}
}
### Entity: Military Industrial Organization
Component: VEN_heavy_tank_designer_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_heavy_tank_designer_organization = {
	name = VEN_heavy_tank_designer
	include = generic_heavy_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		original_tag = VEN
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			armor_value = 0.05
			reliability = -0.1
		}
	}
}
### Entity: Idea
Component: SPA_eliminate_the_carlists
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_eliminate_the_carlists = {
	picture = SPA_eliminate_the_carlists
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPB
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: AI Strategy
Component: GRE_alternate_monarchist_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_alternate_monarchist_plan = {
	name = Greece Alternate Monarchist Plan
	desc = Greece will become an absolute monarchy and seek to join the Central Powers with Germany or Austria-Hungary
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			has_country_flag = GRE_AI_RANDOM_MONARCHIST_ALTERNATE
			has_game_rule = {
				rule = GRE_ai_behavior
				option = MONARCHIST_ALTERNATE
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			AND = {
				GER = {
					has_completed_focus = GER_remilitarize_the_rhineland
				}
				HUN = {
					has_completed_focus = HUN_economic_intervention
				}
			}
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_the_kings_government GRE_hellenic_armed_forces GRE_force_the_farmers_into_factories GRE_the_right_to_rule GRE_the_hellenic_army GRE_petition_britain_for_aid GRE_the_backbone_of_our_army GRE_lignite_liquefaction GRE_extracting_more_from_our_soil GRE_open_up_the_country GRE_crack_down_on_the_republicans GRE_open_foreign_subsidized_factories GRE_use_the_military GRE_the_hellenic_navy GRE_abandon_the_greek_turkish_naval_treaty GRE_bolster_the_schachtplan GRE_exporting_more_luxury_commodoties GRE_increase_our_mining_operations GRE_a_legacy_of_war GRE_the_hellenic_air_force GRE_realign_ourselves_with_the_central_powers GRE_new_weapons_old_tricks GRE_greek_mechanisation GRE_mobilise_our_economy GRE_reclaiming_the_wayward_ally GRE_rejuvenating_athens GRE_cooperate_with_foreign_monopolies GRE_academy_of_athens GRE_a_fleet_fit_for_the_aegean GRE_expansion_of_athens_university GRE_protectors_of_the_mediterranean GRE_protecting_our_skies GRE_a_long_and_proud_tradition GRE_defending_our_seas GRE_fund_the_hellenic_air_force_academy GRE_greek_mechanisation GRE_the_cannon GRE_a_land_of_mountains
	}
	research = {

	}
	ideas = {
		GRE_ioannis_metaxas = 5
		GRE_alexandros_papagos = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ITA_the_backbone_of_the_party_2
Constructs: army_defence_factor, political_power_gain, army_attack_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_the_backbone_of_the_party_2 = {
	name = ITA_the_backbone_of_the_party_2
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_the_backbone_of_the_party
	modifier = {
		political_power_gain = 0.35
		army_leader_start_level = 1
		army_leader_start_attack_level = 1
		army_chief_cost_factor = -0.25
		high_command_cost_factor = -0.25
		mobilization_speed = -0.05
		max_planning = -0.1
		army_attack_factor = -0.05
		army_defence_factor = -0.05
		land_doctrine_cost_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: GER_remove_goebbels_effects
Constructs: limit, remove_ideas, has_idea, has_shine_effect_on_focus, clr_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_goebbels_effects = {
	if = {
		limit = {
			has_idea = GER_goebbels_reich_minister_of_propaganda_master
		}
		remove_ideas = GER_goebbels_reich_minister_of_propaganda_master
	} {
		limit = {
			has_shine_effect_on_focus = GER_ministry_of_public_enlightenment
		}
		deactivate_shine_on_focus = GER_ministry_of_public_enlightenment
		clr_country_flag = GER_ministry_of_public_enlightenment_in_progress_flag
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_1 = 5
			}
		}
		set_variable = {
			GER_ascended_advisor_1 = 0
		}
	}
	else_if = {
		limit = {
			has_idea = GER_goebbels_reich_minister_of_propaganda_film
		}
		remove_ideas = GER_goebbels_reich_minister_of_propaganda_film
	} {
		limit = {
			has_idea = GER_goebbels_reich_minister_of_propaganda_ministry
		}
		remove_ideas = GER_goebbels_reich_minister_of_propaganda_ministry
	} {
		limit = {
			has_idea = GER_goebbels_reich_minister_of_propaganda
		}
		remove_ideas = GER_goebbels_reich_minister_of_propaganda
	} {
		limit = {
			has_shine_effect_on_focus = GER_fund_the_film_department
		}
		deactivate_shine_on_focus = GER_fund_the_film_department
		clr_country_flag = GER_fund_the_film_department_in_progress_flag
	} {
		limit = {
			has_shine_effect_on_focus = GER_propaganda_master
		}
		deactivate_shine_on_focus = GER_propaganda_master
		clr_country_flag = GER_propaganda_master_in_progress_flag
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_2 = 5
			}
		}
		set_variable = {
			GER_ascended_advisor_2 = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_3 = 5
			}
		}
		set_variable = {
			GER_ascended_advisor_3 = 0
		}
	}
	uncomplete_national_focus = {
		focus = GER_ascension_of_goebbels
		uncomplete_children = no
		refund_political_power = no
	}
}
### Entity: Trigger Reference
Construct: date
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## date

* Supported Scopes: any
* Supported Targets: none

```
checks for a specific date
```
### Entity: Decision
Component: EST_convert_FIN_cat
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
EST_convert_FIN_cat = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		original_tag = EST
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = EST_national_pride_in_finland
		NOT = {
			has_country_flag = EST_vapsid_takeover_finland
			any_other_country = {
				original_tag = FIN
				OR = {
					has_government = fascism
					has_country_flag = estonia_started_cw_in_finland
				}
			}
		}
	}
	on_map_area = {
		state = 149
		name = EST_convert_FIN_cat
		zoom = 500
	}
	priority = 10
}
### Entity: Game Rule
Component: CHI_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
CHI_ai_behavior = {
	name = CHI_AI_BEHAVIOR
	required_dlc = Waking the Tiger
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_CHI_AI_DESC
		allow_achievements = yes
		exclude_dlc = No Compromise, No Surrender
	} {
		name = ALTERNATE
		text = RULE_OPTION_ALTERNATE
		desc = RULE_OPTION_ALTERNATE_CHI_AI_DESC
		exclude_dlc = No Compromise, No Surrender
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	} {
		name = HISTORICAL_SEA
		text = RULE_OPTION_HISTORICAL_SEA
		desc = RULE_OPTION_HISTORICAL_SEA_DESC
		required_dlc = No Compromise, No Surrender
		allow_achievements = yes
	} {
		name = FASCIST_SEA
		text = RULE_OPTION_FASCIST_SEA
		desc = RULE_OPTION_FASCIST_SEA_DESC
		required_dlc = No Compromise, No Surrender
	} {
		name = WANG_JINGWEI_SEA
		text = RULE_OPTION_WANG_JINGWEI_SEA
		desc = RULE_OPTION_WANG_JINGWEI_SEA_DESC
		required_dlc = No Compromise, No Surrender
	} {
		name = DEMOCRATIC_SEA
		text = RULE_OPTION_DEMOCRATIC_SEA
		desc = RULE_OPTION_DEMOCRATIC_SEA_DESC
		required_dlc = No Compromise, No Surrender
	}
}
### Entity: Country History
Country: RKV
Component: RKV_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKV - Reichskommisariat Klein Venedig.txt

Code:
# Misc for RKV
capital = 489
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: news.45
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.45
	title = news.45.t
	desc = news.45.d
	picture = GFX_news_event_029
	major = yes
	is_triggered_only = yes
	show_major = {
		NOT = {
			tag = GER
		}
	}
	option = {
		name = news.45.a
		trigger = {
			NOT = {
				TAG = GER ENG
			}
		}
	} {
		name = news.45.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.45.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Event
Component: INS_volksraad_events.51
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.51
	title = INS_volksraad_events.51.t
	desc = INS_volksraad_events.51.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_equal_education_effect = yes
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Form_a_Cabinet
Constructs: create_country_leader, prerequisite, limit, has_country_flag, completion_reward, add_popularity, set_party_name, retire_ideology_leader
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Form_a_Cabinet
	icon = GFX_goal_generic_parliament
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = DEN_Proclaim_the_Danish_Empire
	} {
		focus = DEN_Crackdown_on_Extremism
	}
	x = 0
	y = 4
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = DEN_King_Christian_Coup
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = DEN_Vilhelm_Fibiger DEN_Halfdan_Hendriksen DEN_John_Christmas_Moller
		hidden_effect = {
			set_party_name = {
				ideology = democratic
				name = Grand Democratic Coalition
				long_name = Socialdemokratiet - Venstre - Radikale Venstre - Bondepartiet
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = socialdemokratiet_dominating
					}
				}
				retire_ideology_leader = democratic
				if = {
					limit = {
						has_country_flag = stauning_died
					}
					create_country_leader = {
						name = Vilhelm Buhl
						picture = gfx/leaders/DEN/r56_portrait_DEN_Wilhelm_Buhl.dds
						expire = 1965.1.1
						ideology = socialism
					}
				}
				else = {
					promote_character = {
						character = DEN_thorvald_stauning
						ideology = socialism
					}
				}
			}
		}
		set_country_flag = den_regime_consolidated
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_steiermark_outbreak
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_steiermark_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 5
	} {
		r56_bundeslaender_div_prov = 9650
	} {
		r56_bundeslaender_div_prov = 6691
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_steiermark_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	}
	1054 = {
		r56_bundeslaender_create_unit = yes
	} {
		r56_bundeslaender_create_unit = yes
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.04
Constructs: is_triggered_only, ai_chance, random_hours, set_state_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.04
	title = BBA_ethiopia_fascist_events.04.t
	desc = BBA_ethiopia_fascist_events.04.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.04.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = ETH_start_civil_war_jimma ETH_cede_states_tt ETH_cede_north_tt ETH_jimma_italian_puppet_tt
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.05
				hours = 4
				random_hours = 4
			}
		}
		hidden_effect = {
			841 = {
				set_state_flag = ETH_cede_state_flag
			}
			842 = {
				set_state_flag = ETH_cede_state_flag
			}
			843 = {
				set_state_flag = ETH_cede_state_flag
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.04.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.06
				hours = 4
				random_hours = 4
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_360
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_360 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 360
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 360
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_staff_the_court_with_manchus
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_staff_the_court_with_manchus
	icon = GFX_goal_generic_intelligence_exchange
	mutually_exclusive = {
		focus = MAN_tsr_five_equal_peoples
	}
	prerequisite = {
		focus = MAN_tsr_request_control_of_the_railways
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_request_control_of_the_railways
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Character
Component: fierce_patriot
Source: game
File: common/country_leader/r56_traits.txt

Code:
fierce_patriot = {
	random = yes
	surrender_limit = 0.05
	resistance_growth_on_our_occupied_states = 0.1
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/USA_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_cruiser_2
			creator = USA
			version_name = New Orleans Class
		}
		name = USS Quincy
		requested_factories = 2
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = USA
			version_name = New Orleans Class
		}
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = USA
			version_name = Wichita Class
		}
		requested_factories = 2
		progress = 0.1
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = ship_hull_carrier_1
			creator = USA
			version_name = Yorktown Class
		}
		requested_factories = 2
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = ship_hull_carrier_1
			creator = USA
			version_name = Yorktown Class
		}
		requested_factories = 2
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = USA
			version_name = Farragut Class
		}
		name = USS Porter
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = USA
			version_name = Farragut Class
		}
		name = USS Phelps
		requested_factories = 1
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = USA
			version_name = Farragut Class
		}
		name = USS Clark
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = USA
			version_name = Farragut Class
		}
		name = USS Moffett
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = USA
			version_name = Farragut Class
		}
		name = USS Mahan
		requested_factories = 1
		progress = 0.
# ... (truncated)