Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_excavate_the_gold_reserves
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, has_civil_war, add_offsite_building
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_excavate_the_gold_reserves
	available = {
		has_country_flag = spanish_civil_war_started_flag
		has_civil_war = yes
		SOV = {
			exists = yes
			NOT = {
				has_government = fascism
			} {
				has_war_with = ROOT
			}
		}
	}
	icon = GFX_goal_generic_banking
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_international_brigdes_r56
	} {
		focus = SPR_new_approach_spr
	}
	x = 1
	y = 8
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		SOV = {
			country_event = spain.23
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Modifier Reference
Component: IRQ_royal_army_modifier
Constructs: army_defence_factor, army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_royal_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_royal_army_modifier
	experience_gain_army_factor = IRQ_experience_gain_army_factor
	army_org_factor = IRQ_army_org_factor
	army_core_defence_factor = IRQ_army_core_defence_factor
	army_core_attack_factor = IRQ_army_core_attack_factor
	army_armor_defence_factor = IRQ_army_armor_defence_factor
	army_armor_attack_factor = IRQ_army_armor_attack_factor
	army_artillery_attack_factor = IRQ_army_artillery_attack_factor
	army_artillery_defence_factor = IRQ_army_artillery_defence_factor
	conscription_factor = IRQ_conscription_factor
	training_time_factor = IRQ_training_time_factor
	conscription = IRQ_conscription
	army_defence_factor = IRQ_army_defence_factor
	army_attack_factor = IRQ_army_attack_factor
	special_forces_cap = IRQ_special_forces_cap
	special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	max_planning_factor = IRQ_max_planning_factor
	planning_speed = IRQ_planning_speed
	max_command_power_mult = IRQ_max_command_power_mult
	command_power_gain_mult = IRQ_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor
	motorized_attack_factor = IRQ_motorized_attack_factor
	mechanized_attack_factor = IRQ_mechanized_attack_factor
	modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor
}
### Entity: Modifier Reference
Component: BEL_defensive_reorganization_dynamic_modifier
Constructs: mobilization_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_defensive_reorganization_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BEL_defensive_reorganization
	max_dig_in = BEL_defensive_neutrality_max_dig_in
	production_speed_bunker_factor = BEL_defensive_neutrality_production_speed_bunker_factor
	land_bunker_effectiveness_factor = BEL_defensive_neutrality_land_bunker_effectiveness_factor
	bunker_max_level_terrain_limit = BEL_defensive_neutrality_bunker_max_level_terrain_limit
	coastal_bunker_max_level_terrain_limit = BEL_defensive_neutrality_coastal_bunker_max_level_terrain_limit
	surrender_limit = BEL_defensive_neutrality_surrender_limit
	army_core_defence_factor = BEL_defensive_neutrality_army_core_defence_factor
	training_time_factor = BEL_defensive_neutrality_training_time_factor
	mobilization_speed = BEL_defensive_neutrality_mobilization_speed
}
### Entity: Scripted Effect
Component: EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_equipment_strategy_effects.txt

Code:
EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_0
			}
		}
		if = {
			limit = {
				EAI_medium_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_0_START_MIC
				check_variable = {
					num_equipment@medium_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_1
			}
		}
		if = {
			limit = {
				EAI_medium_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_1_START_MIC
				check_variable = {
					num_equipment@medium_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_1
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_2
			}
		}
		if = {
			limit = {
				EAI_medium_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_2_START_MIC
				check_variable = {
					num_equipment@medium_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_2
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_3
			}
		}
		if = {
			limit = {
				EAI_medium_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_3_START_MIC
				check_variable = {
					num_equipment@medium_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_3
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_4
			}
		}
		if = {
			limit = {
				EAI_medium_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_4_START_MIC
				check_variable = {
					num_equipment@medium_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_4
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_5
			}

# ... (truncated)
### Entity: Country History
Country: KAL
Component: KAL_characters
Constructs: recruit_character
Source: game
File: history/countries/KAL - Kalmykia.txt

Code:
# Leaders & Characters for KAL
recruit_character = KAL_im_badmayev KAL_nikolai_tundutov
### Entity: Event
Component: BBA_ethiopia_fascist_events.52
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.52
	title = BBA_ethiopia_fascist_events.52.t
	desc = BBA_ethiopia_fascist_events.52.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.52.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_march_to_victory
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_march_to_victory
	icon = GFX_focus_PRC_hundred_regiments_offensive
	prerequisite = {
		focus = PRC_every_peasant_a_soldier
	}
	x = 0
	y = 1
	relative_position_id = PRC_every_peasant_a_soldier
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRC_the_internal_enemy
				}
			}
			PRC_add_the_internal_enemy_idea = yes
		}
		else = {
			PRC_add_the_internal_enemy_idea_upgrade = yes
		}
	}
}
### Entity: Character
Component: ENG_charles_goodeve
Source: game
File: common/characters/ENG.txt

Code:
ENG_charles_goodeve = {
	name = ENG_charles_goodeve
	portraits = {
		army = {
			large = GFX_portrait_ENG_charles_goodeve
		}
	}
	scientist = {
		traits = {
			scientist_trait_surface_ship_specialist
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_naval_avoid_18
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_naval_avoid_18 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 18
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 18
		value = -10000
	}
}
### Entity: Character
Component: TUR_sukru_saracoglu_prime_minister
Constructs: has_completed_focus, has_government, has_dlc, has_idea
Source: game
File: common/characters/TUR.txt

Code:
TUR_sukru_saracoglu_prime_minister = {
	name = TUR_sukru_saracoglu
	portraits = {
		army = {
			small = GFX_idea_tur_sukru_saracoglu
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_sukru_saracoglu_prime_minister
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = TUR_can_only_have_one_prime_minister_tt
				NOT = {
					OR = {
						has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
					}
				}
			}
			has_completed_focus = TUR_continue_the_policy_of_etatism
		}
		visible = {
			has_government = neutrality
			NOT = {
				OR = {
					has_completed_focus = TUR_pivot_to_the_past TUR_rehabilitate_the_kadro_movement TUR_fully_integrate_the_is_bank
				}
			}
		}
		traits = {
			prime_minister_saracoglu
		}
	}
}
### Entity: Modding Documentation
Construct: Animations
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Update.Animations
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_establish_the_danzig_navy
Constructs: prerequisite, limit, completion_reward, is_coastal, add_doctrine_cost_reduction, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_establish_the_danzig_navy
	icon = GFX_goal_generic_naval_effort2
	prerequisite = {
		focus = DNZ_special_forces DNZ_CAS_effort
	}
	relative_position_id = DNZ_special_forces
	x = 1
	y = 1
	cost = 10
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = DNZ_establish_the_danzig_navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: idea_GUAY_father_of_the_nation_urg
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_father_of_the_nation_urg = {
	picture = FRA_national_mobilization_focus
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
	}
}
### Entity: Event
Component: poland.206
Constructs: is_triggered_only, add_political_power, add_named_threat
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.206
	title = poland.206.t
	desc = poland.206.d
	picture = GFX_report_event_polish_german_handshake
	is_triggered_only = yes
	option = {
		name = poland.203.a
		effect_tooltip = {
			add_named_threat = {
				threat = -1
				name = POL_Renew_The_Polish_German_Nonaggression_Pact
			}
			POL = {
				diplomatic_relation = {
					country = GER
					relation = non_aggression_pact
					active = yes
				}
				add_political_power = 10
			}
			GER = {
				add_political_power = 10
			}
		}
	}
}
### Entity: Idea
Component: TRI_acd2
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = TRI
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: MAC_mihailo_apostolski
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_mihailo_apostolski = {
	name = MAC_mihailo_apostolski
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
	advisor = {
		slot = army_chief
		idea_token = MAC_mihailo_apostolski
		allowed = {
			original_tag = MAC
		}
		available = {
			has_government = communism
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Faction
Component: faction_template_COG_african_union_faction
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_COG_african_union_faction = {
	name = COG_african_union_faction
	manifest = faction_manifest_african_decolonization
	icon = GFX_faction_logo_generic_18
	goals = {
		faction_goal_industrial_expansion faction_goal_liberate_territory
	}
	default_rules = {
		joining_rule_same_continent_only change_leader_rule_industry
	}
}
### Entity: Scripted Effect
Component: LIT_remove_iron_wolf_effect
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
LIT_remove_iron_wolf_effect = {
	if = {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_4
		}
		remove_ideas = LIT_iron_wolf_idea_bad_4
	}
	else_if = {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_3
		}
		remove_ideas = LIT_iron_wolf_idea_bad_3
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_2
		}
		remove_ideas = LIT_iron_wolf_idea_bad_2
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_1
		}
		remove_ideas = LIT_iron_wolf_idea_bad_1
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_1
		}
		remove_ideas = LIT_iron_wolf_idea_good_1
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_2
		}
		remove_ideas = LIT_iron_wolf_idea_good_2
	}
}
### Entity: AI Strategy
Component: EAI_GER_weserubung_PREPARE_NOR
Constructs: is_historical_focus_on, has_global_flag, declare_war
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_weserubung_PREPARE_NOR = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_global_flag = {
			flag = EAI_GER_blitz_denmark_365d
			days = < 90
		}
		NOR = {
			EAI_PREV_imminent_war_against_THIS = yes
		}
		date = > 1939.6.1 < 1940.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = NOR
		value = 500
	} {
		type = antagonize
		id = NOR
		value = 5000
	} {
		type = ignore_claim
		id = NOR
		value = -500
	}
}
### Entity: Character
Component: MLW_pot
Source: game
File: common/characters/MLW.txt

Code:
MLW_pot = {
	advisor = {
		slot = political_advisor
		idea_token = MLW_pot
		allowed = {
			original_tag = MLW
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Idea
Component: GRE_byzantine_army
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_byzantine_army = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_politicised_army
	removal_cost = -1
	modifier = {
		conscription = 0.007
		army_morale_factor = 0.1
		land_reinforce_rate = 0.05
		army_org_factor = 0.03
	}
}
### Entity: Game Data
Component: common/focus_inlay_windows/ast_right_vs_left_campaign_empty_inlay_window.txt
Constructs: has_completed_focus, has_government, has_game_rule
Source: game
File: common/focus_inlay_windows/ast_right_vs_left_campaign_empty_inlay_window.txt

Code:
ast_right_vs_left_campaign_empty_inlay_window = {

    window_name = ast_right_vs_left_campaign_empty_ui_window

    internal = yes
    visible = {
        OR = { 
            NOT = { has_completed_focus = AST_war_is_coming }
            NOT = { has_government = democratic }
        }
        AND = {
            has_game_rule = {
                rule = obsolete_focus_branches_visibility
                option = HIDE
            }
            NOT = { has_completed_focus = AST_australia_first }
            NOT = { has_completed_focus = AST_against_war_and_fascism }
        }
    }
### Entity: Military Industrial Organization
Component: mio_policy_navy_coastal_battlefleet
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/policies/_navy_policies.txt

Code:
mio_policy_navy_coastal_battlefleet = {
	icon = GFX_mio_policy_coastal_battlefleet
	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 = {
			build_cost_ic = -0.1
			naval_range = -0.25
		}
	}
}
### Entity: Idea
Component: MEK_acd
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_acd = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SPR_spain.99
Constructs: is_triggered_only, limit, fire_only_once, has_dlc, set_cosmetic_tag, has_game_rule
Source: game
File: events/SPR_spain.txt

Code:
country_event = {
	id = SPR_spain.99
	title = SPR_spain.99.t
	desc = SPR_spain.99.desc
	picture = GFX_report_event_spain_civil_war_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = La Resistance
				}
				set_cosmetic_tag = SPR_republican_spain
			} {
				limit = {
					OR = {
						NOT = {
							has_dlc = La Resistance
						}
						has_game_rule = {
							rule = SPR_focus_tree_selection
							option = R56_TREE
						}
					}
				}
				set_cosmetic_tag = SPR_republican_spain_cosmetic
			}
		}
	}
	option = {
		name = SPR_spain.99.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_fate_of_romania
Constructs: prerequisite, completion_reward, is_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_fate_of_romania
	icon = GFX_SOV_the_fate_of_romania_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_our_slavic_commitments SOV_panslavic_nationalism
	}
	x = 2
	y = 1
	relative_position_id = SOV_our_slavic_commitments
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	will_lead_to_war_with = ROM
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
		country_exists = ROM
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = ROM
		}
	}
}
### Entity: Idea
Component: GUM_acas
Source: game
File: common/ideas/guam.txt

Code:
GUM_acas = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = GUM
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GER_wilhelm_iv
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_iv = {
	name = GER_wilhelm_iv
	portraits = {
		civilian = {
			large = GFX_portrait_GER_wilhelm_iv
			small = GFX_portrait_GER_wilhelm_iv_small
		}
	}
}
### Entity: Character
Component: FRA_irene_joliot_curie
Source: game
File: common/characters/FRA.txt

Code:
FRA_irene_joliot_curie = {
	name = FRA_irene_joliot_curie
	portraits = {
		army = {
			large = GFX_portrait_FRA_irene_joliot_curie
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist scientist_trait_bright
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Coast_Protection
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Coast_Protection
	icon = GFX_focus_generic_coastal_fort
	cost = 5
	prerequisite = {
		focus = PAK_Form_the_Navy
	}
	x = 34
	y = 2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		444 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
		1093 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
		443 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.21
Constructs: is_triggered_only, limit, every_other_country, is_in_faction_with, is_faction_leader, set_temp_variable, add_faction_influence_ratio, add_to_variable
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.21
	title = SEA_PRC_faction_events.21.t
	desc = SEA_PRC_faction_events.21.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				set_temp_variable = {
					PRC_faction_leader_var = THIS
				}
			}
		}
	}
	option = {
		name = SEA_PRC_faction_events.21.a
		add_faction_influence_ratio = 0.01
		custom_effect_tooltip = PRC_modify_central_committee_modifier
		add_to_variable = {
			PRC_central_committee_faction_influence_contribution_factor = 0.01
			tooltip = faction_influence_contribution_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_radar_2_STRATEGIES
Constructs: limit, set_temp_variable, clear_temp_array, is_ai, is_in_faction_with, has_war_together_with, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_radar_2_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_build_radar_2_STRATEGIES = 0
	}
	clear_temp_array = _target_states_
	if = {
		limit = {
			tag = USA
			100 = {
				CONTROLLER = {
					is_ai = yes
					is_in_faction_with = USA
					has_war_together_with = USA
				}
			}
		}
		add_to_temp_array = {
			_target_states_ = 100
			 = .id
		}
		set_temp_variable = {
			_project_target_level = 3
		} {
			_project_queue_num = 1
		} {
			_project_build_for_ally = 1
		} {
			EAI_PC_build_radar_2_STRATEGIES = 1
		}
	}
}
### Entity: State History
Component: 936
Constructs: add_core_of
Source: game
File: history/states/936 - Pernambuco.txt

Code:
state = {
	id = 936
	name = STATE_936
	manpower = 2282000
	state_category = town
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			5168 = {
				naval_base = 1
			}
		}
		victory_points = {
			5168 5
		}
	}
	provinces = {
		1446 1524 2164 2227 5168 5182 7561 8227 10345 10939 10967 10989 10998 12961
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: idea_RAJ_sudden_spending_increase
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_sudden_spending_increase = {
	picture = ger_mefo_bills_payment
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}