Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: CHI_move_factories
Constructs: limit, has_war_with, has_country_flag, set_variable, remove_building, has_dlc, random_owned_controlled_state, is_fully_controlled_by
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_move_factories = {
	set_variable = {
		var = af_level
		value = arms_factory_level
	} {
		var = af_to_move
		value = arms_factory_level
	} {
		var = ic_level
		value = industrial_complex_level
	} {
		var = ic_to_move
		value = industrial_complex_level
	}
	multiply_variable = {
		var = af_to_move
		value = ROOT.CHI_industrial_evacuations_amount_factor
	} {
		var = ic_to_move
		value = ROOT.CHI_industrial_evacuations_amount_factor
	}
	custom_effect_tooltip = CHI_industrial_evacuations_remove_AF CHI_industrial_evacuations_remove_IC
	hidden_effect = {
		IF = {
			limit = {
				arms_factory = > 0
			}
			remove_building = {
				type = arms_factory
				level = af_level
			}
		} {
			limit = {
				industrial_complex = > 0
			}
			remove_building = {
				type = industrial_complex
				level = ic_level
			}
		}
	}
	if = {
		limit = {
			has_dlc = No Compromise, No Surrender
			ROOT = {
				original_tag = CHI
			}
		}
		if = {
			limit = {
				FROM = {
					OR = {
						any_state_in = {
							strategic_region = 143
						} {
							strategic_region = 247
						} {
							strategic_region = 164
						} {
							strategic_region = 248
						}
					}
				}
			}
			CONTROLLER = {
				random_owned_controlled_state = {
					prioritize = {
						1037 1041 750
					}
					limit = {
						NOT = {
							state = FROM
						}
						is_fully_controlled_by = ROOT
						any_neighbor_state = {
							is_controlled_by = ROOT
							NOT = {
								controller = {
									has_war_with = ROOT
								}
							}
						}
						free_building_slots = {
							building = arms_factory
							size = > 2
							include_locked = yes
						}
					}
					custom_effect_tooltip = CHI_industrial_evacuations_add_AF
					hidden_effect = {
						add_extra_state_shared_building_slots = prev.prev.af_to_move
						add_building_construction = {
							type = arms_factory
							level = prev.prev.af_to_move
							instant_build = yes
						}
						CONTROLLER = {
							set_country_flag = CHI_industrial_evacuations_moved_AF
						}
					}
				} {
					prioritize = {
						1037 1041 750
					}
					limit = {
						NOT = {
							state = FROM
						}
						is_fully_controlled_by = ROOT
						any_neighbor_state = {
							is_controlled_by = ROOT
							NOT = {
								controller = {
									has_war_with = ROOT
								}
							}
						}
						free_building_slots = {
							building = industrial_complex
			
# ... (truncated)
### Entity: Event
Component: NSB_soviet_civil_war_common.108
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.108
	title = NSB_soviet_civil_war_common.108.t
	desc = NSB_soviet_civil_war_common.108.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.108.a
	}
}
### Entity: Scripted Effect
Component: NORDIC_airforce_member_to_originator
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_airforce_member_to_originator = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_airforces_member_dmod
			}
		}
		custom_effect_tooltip = NORDIC_becomes_airforce_leader_tooltip
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = NORDIC_airforces_member_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_airforces_originator_dmod
			}
			swap_ideas = {
				remove_idea = NORDIC_hidden_airforces_member_dmod
				add_idea = NORDIC_hidden_airforces_originator_dmod
			} {
				remove_idea = NORDIC_hidden_airforces_naval_member_dmod
				add_idea = NORDIC_hidden_airforces_naval_originator_dmod
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_economic_developments
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_economic_developments
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = RUT_claim_no_territories
	}
	relative_position_id = RUT_claim_no_territories
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = SLO_civilian_production
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_nordic_defense_fleet
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_capitulated, is_subject_of
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_nordic_defense_fleet
	icon = GFX_focus_generic_navy_battleship2
	x = 3
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_central_nordic_army_command
	}
	relative_position_id = SWE_central_nordic_army_command
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		for_each_scope_loop = {
			array = SWE_nordic_defense_council_members
			if = {
				limit = {
					has_capitulated = no
					is_subject_of = ROOT
				}
				transfer_navy = {
					target = ROOT
				}
			}
		}
		custom_effect_tooltip = SWE_nordic_defense_fleet_tt
	}
}
### Entity: Idea
Component: CZE_widespread_nationalization
Constructs: has_government, production_speed_buildings_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_widespread_nationalization = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = 0.1
		local_resources_factor = 0.25
		economy_cost_factor = -0.5
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_undo_austerity
Constructs: prerequisite, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_undo_austerity
	icon = GFX_goal_free_trade
	relative_position_id = ISR_centre_victorious
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_centre_victorious
	}
	cost = 8
	completion_reward = {
		add_stability = -0.1
		swap_ideas = {
			remove_idea = ISR_austerity
			add_idea = free_trade
		}
	}
}
### Entity: Idea
Component: SUR_coi
Source: game
File: common/ideas/suriname.txt

Code:
SUR_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = SUR
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Event
Component: bra.13
Constructs: is_triggered_only, limit, every_country, fire_only_once, add_political_power, retire_character, add_country_leader_role, is_on_continent
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.13
	title = bra.13.t
	desc = bra.13.d
	picture = GFX_bra.13
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bra.13.a
		effect_tooltip = {
			kill_country_leader = yes
		}
		hidden_effect = {
			retire_character = BRA_getulio_vargas
			add_country_leader_role = {
				character = BRA_eurico_gaspar_dutra
				promote_leader = yes
				country_leader = {
					desc = POLITICS_DUTRA_DESC
					ideology = oligarchism
					traits = {
						r56_trait_opposed_to_communism
					}
					expire = 1965.1.1
				}
			}
		} {
			every_country = {
				limit = {
					capital_scope = {
						OR = {
							is_on_continent = south_america north_america
						}
					}
				}
				news_event = {
					id = r56.news_event.51
					hours = 6
				}
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = communism
			popularity = 0.125
		}
		add_political_power = 150
	}
}
### Entity: Character
Component: COL_m_e_rojas_de_moreno
Source: game
File: common/characters/COL.txt

Code:
COL_m_e_rojas_de_moreno = {
	advisor = {
		slot = political_advisor
		idea_token = COL_m_e_rojas_de_moreno
		allowed = {
			original_tag = COL
		}
		traits = {
			popular_figurehead
		}
	}
	name = M.E. Rojas de Moreno
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Character
Component: UDM_boris
Source: game
File: common/characters/UDM.txt

Code:
UDM_boris = {
	name = Boris Berman
	portraits = {
		civilian = {
			large = GFX_portrait_Boris_Berman
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Event
Component: lar_news.8
Constructs: is_triggered_only, has_completed_focus, has_government
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.8
	title = lar_news.8.t
	desc = lar_news.8.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.8.a
		trigger = {
			OR = {
				has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_return_of_the_kaiser ROM_his_majestys_loyal_government SPA_restore_the_monarchy SAF_a_king_for_our_people HOL_the_only_man_in_the_dutch_government
			}
		}
	} {
		name = lar_news.8.b
		trigger = {
			has_government = communism
		}
	} {
		name = lar_news.8.c
		trigger = {
			has_government = democratic
		}
	} {
		name = lar_news.8.e
		trigger = {
			OR = {
				has_government = fascism
				AND = {
					has_government = neutrality
					NOT = {
						has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_return_of_the_kaiser ROM_his_majestys_loyal_government SPA_restore_the_monarchy SAF_a_king_for_our_people HOL_the_only_man_in_the_dutch_government
						tag = FRA
					}
				}
			}
		}
	} {
		name = lar_news.8.d
		trigger = {
			tag = FRA
		}
	}
}
### Entity: Character
Component: communist_general_secretary_r56
Constructs: industrial_capacity_factory, communism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
communist_general_secretary_r56 = {
	random = no
	sprite = 13
	communism_drift = 0.04
	industrial_capacity_factory = 0.05
	conscription_factor = 0.04
	non_core_manpower = 0.05
}
### Entity: Modifier Reference
Construct: equipment_market_for_sale_factor
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_market_for_sale_factor`
Modifies the ratio of equipment surplus to put up for sale on the market
```
ai_strategy = {
	type = equipment_market_for_sale_factor
	id = train
	value = 50  # Factor for the EQUIPMENT_MARKET_BASE_MARKET_RATIO define (value = 50 results in a factor of 1.5)
}
```
### Entity: National Focus
Tree: fin_focus
Component: FIN_underground_resistance_cells
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_dlc
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_underground_resistance_cells
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = FIN_suomen_maavoimat
	}
	x = 2
	y = 1
	relative_position_id = FIN_suomen_maavoimat
	cost = 5
	available = {
		has_defensive_war = yes
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = FIN_underground_resistance_cells_ns
		}
		else = {
			add_ideas = FIN_underground_resistance_cells_ns_no_lar
		}
	}
}
### Entity: National Focus
Tree: oma_focus
Component: OMA_reclaim_the_northern_lands
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, allow_branch, is_subject, is_in_faction_with
Source: game
File: common/national_focus/oman.txt

Code:
focus = {
	id = OMA_reclaim_the_northern_lands
	icon = GFX_focus_ETH_an_arabic_base
	prerequisite = {
		focus = GEN_Conquer
	}
	x = 45
	y = 7
	cost = 10
	allow_branch = {
		tag = OMA
	}
	available = {
		is_subject = no
		any_country = {
			OR = {
				owns_state = 658 858 765 1007 656
			}
			NOT = {
				has_war_with = ROOT
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 658 858 765 1007 656 979
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 658 858 765 1007 656 979
				}
				NOT = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_form_the_gecamines
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_form_the_gecamines
	icon = GFX_focus_generic_modernize_industry
	x = 0
	y = 1
	prerequisite = {
		focus = COG_nationalization_of_foreign_industrial_assets
	}
	relative_position_id = COG_nationalization_of_foreign_industrial_assets
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {

	}
	available = {
		889 = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		IF = {
			limit = {
				889 = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			889 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		889 = {
			add_resource = {
				type = aluminium
				amount = 6
			} {
				type = tungsten
				amount = 10
			} {
				type = chromium
				amount = 10
			}
		}
	}
}
### Entity: State History
Component: 1009
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1009-Bamian.txt

Code:
state = {
	id = 1009
	name = STATE_1009
	manpower = 641378
	state_category = pastoral
	history = {
		owner = AFG
		victory_points = {
			7916 1
		}
		add_core_of = AFG HAZ
		add_to_array = {
			state_victory_points = 7916
		}
	}
	provinces = {
		7984 7916 12769 10789 1995
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pol_focus
Component: POL_new_military_academy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_new_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = POL_prepare_for_the_next_war
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = 0
	y = 1
	relative_position_id = POL_prepare_for_the_next_war
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = {
			POL_new_military_academy_idea
		}
		army_experience = 20
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.100
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, add_opinion_modifier, set_variable, add_to_variable, is_in_faction_with
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.100
	title = BBA_italo_ethiopian_war_events.100.t
	desc = BBA_italo_ethiopian_war_events.100.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_variable = {
				var_opinion = ROOT.opinion@FROM
			}
			divide_variable = {
				var_opinion = 100
			}
			add_to_variable = {
				var_opinion = 2
			}
		}
	}
	option = {
		name = BBA_italo_ethiopian_war_events.100.a
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				has_government = fascism
			} {
				factor = 10
				OR = {
					has_completed_focus = JAP_support_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
				}
			} {
				factor = var_opinion
				always = yes
			}
		}
		set_variable = {
			ETH.host_nation = ROOT
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.101
				hours = 8
				random_hours = 8
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = PREV
				modifier = Hosting_ETH
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.100.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				has_government = democratic
			} {
				factor = 0.1
				has_opinion = {
					target = ITA
					value = < -50
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 0
				tag = ENG
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.102
				hours = 8
				random_hours = 8
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_build_up_roads
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_build_up_roads
	icon = GFX_goal_AFG_deal_with_OT
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = neutrality
		GER = {
			OR = {
				has_government = fascism neutrality
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_visit_berlin
	}
	relative_position_id = AFG_visit_berlin
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = AFG_organisation_todt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Unit Template
Component: SAU
Source: game
File: common/units/names/00_names.txt

Code:
SAU = {
	submarine = {
		prefix = HMS
		generic = {
			Submarine
		}
		unique = {
			Al Riyadh Makkah Al Damman Al Madinah Hofouf Abha Taif
		}
	}
	destroyer = {
		prefix = HMS
		generic = {
			Destroyer
		}
		unique = {
			Al Riyadh Makkah Al Damman Al Madinah Hofouf Abha Taif
		}
	}
	light_cruiser = {
		prefix = HMS
		generic = {
			Light Cruiser
		}
		unique = {
			Jiddah Ad Damman Al Hufüf At Tä'if Najran
		}
	}
	heavy_cruiser = {
		prefix = HMS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Jiddah Ad Damman Al Hufüf At Tä'if Najran
		}
	}
	battle_cruiser = {
		prefix = HMS
		generic = {
			Battlecruiser
		}
		unique = {
			Makkah al Madinah
		}
	}
	battleship = {
		prefix = HMS
		generic = {
			Battleship
		}
		unique = {
			Makkah al Madinah
		}
	}
	carrier = {
		prefix = HMS
		generic = {
			Aircraft Carrier
		}
		unique = {
			Al 'Arabiyah as Su'udiyah Aziz ibn Saud
		}
	}
}
### Entity: Character
Component: GEO_shalva_maglakelidze
Source: game
File: common/characters/GEO.txt

Code:
GEO_shalva_maglakelidze = {
	name = GEO_shalva_maglakelidze
	portraits = {
		army = {
			large = GFX_portrait_GEO_shalva_maglakelidze
			small = GFX_portrait_GEO_shalva_maglakelidze_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer infantry_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_navy_great_sea_keeping
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus
Source: game
File: common/military_industrial_organization/policies/_navy_policies.txt

Code:
mio_policy_navy_great_sea_keeping = {
	icon = GFX_mio_policy_great_sea_keeping
	allowed = {
		OR = {
			has_mio_equipment_type = capital_ship screen_ship ship_hull_submarine carrier mio_cat_eq_all_carrier mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer mio_cat_eq_all_battleship
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		same_as_mio = {
			naval_weather_penalty_factor = -0.5
		}
	}
}
### Entity: Unit Template
Component: ALB_INF_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_INF_01 = {
	name = Infantry Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %s Këmbësori Pjesëtim
	ordered = {
		1 = {
			%s Këmbësori Pjesëtim
		}
		2 = {
			%s Këmbësori Pjesëtim
		}
		3 = {
			%s Këmbësori Pjesëtim
		}
		4 = {
			%s Këmbësori Pjesëtim
		}
		5 = {
			%s Këmbësori Pjesëtim
		}
		6 = {
			%s Këmbësori Pjesëtim
		}
		7 = {
			%s Këmbësori Pjesëtim
		}
		8 = {
			%s Këmbësori Pjesëtim
		}
		9 = {
			%s Këmbësori Pjesëtim
		}
		10 = {
			%s Këmbësori Pjesëtim
		}
		11 = {
			%s Këmbësori Pjesëtim
		}
		12 = {
			%s Këmbësori Pjesëtim
		}
		13 = {
			%s Këmbësori Pjesëtim
		}
		14 = {
			%s Këmbësori Pjesëtim
		}
		15 = {
			%s Këmbësori Pjesëtim
		}
		16 = {
			%s Këmbësori Pjesëtim
		}
		17 = {
			%s Këmbësori Pjesëtim
		}
		18 = {
			%s Këmbësori Pjesëtim
		}
		19 = {
			%s Këmbësori Pjesëtim
		}
		20 = {
			%s Këmbësori Pjesëtim
		}
	}
}
### Entity: Decision
Component: BRA_amazonian_settlement_cat
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_amazonian_settlement_cat = {
	icon = GFX_decision_category_generic_political_actions
	priority = 45
	picture = GFX_decision_category_generic_political_actions
	visible_when_empty = no
	allowed = {
		original_tag = BRA
	}
	visible = {

	}
}
### Entity: Unit Template
Component: IRE_CV_HISTORICAL
Source: game
File: common/units/names_ships/IRE_ship_names.txt

Code:
IRE_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		IRE
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = LE 
	fallback_name = Carrier %d
	unique = {
		Eire Michael Collins Arthur Griffith Charles Stewart Parnell Banba Fola Macha Maev Cliona
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_form_the_federal_republic
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_form_the_federal_republic
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = YUG_yugoslavian_path_to_communism YUG_join_comintern
	}
	x = 0
	y = 1
	relative_position_id = YUG_yugoslavian_path_to_communism
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = YUG_idea_croatian_opposition YUG_idea_macedonian_opposition YUG_idea_slovene_nationalism
	}
}