Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_argentine_island_sovereignty
Constructs: prerequisite, limit, has_war_with, completion_reward, add_core_of, is_owned_and_controlled_by, is_subject, create_wargoal
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_argentine_island_sovereignty
	icon = GFX_focus_ARG_argentine_island_sovereignty
	prerequisite = {
		focus = ARG_secure_the_borders
	}
	x = 0
	y = 1
	relative_position_id = ARG_secure_the_borders
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = ARG_island_negotiations_decisions_tt ARG_argentine_island_sovereignty.tt
		299 = {
			add_core_of = ROOT
		}
		720 = {
			add_core_of = ROOT
		}
		hidden_effect = {
			if = {
				limit = {
					299 = {
						is_owned_and_controlled_by = ENG
					}
					720 = {
						is_owned_and_controlled_by = ENG
					}
					ENG = {
						NOT = {
							has_war_with = ROOT
							is_subject = yes
						}
					}
				}
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = ENG
						expire = 0
						generator = {
							299 720
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: QUE_marine_corps
Source: game
File: common/ideas/quebec.txt

Code:
QUE_marine_corps = {
	allowed_civil_war = {
		always = no
	}
	picture = escort_effort_focus
	modifier = {
		naval_invasion_capacity = 6
		naval_invasion_prep_speed = 0.1
		special_forces_no_supply_grace = 90
		special_forces_cap = 0.2
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_government, owns_state, add_war_support, has_country_flag, add_stability, fire_only_once, has_full_control_of_state
Source: game
File: common/decisions/LIT.txt

Code:
political_actions = {
	LIT_move_capital_to_vilnius = {
		allowed = {
			original_tag = LIT
		}
		available = {
			owns_state = 784
			has_full_control_of_state = 784
		}
		ai_will_do = {
			factor = 200
		}
		cost = 15
		visible = {
			has_full_control_of_state = 784
		}
		fire_only_once = yes
		complete_effect = {
			add_stability = 0.1
			set_capital = {
				state = 784
			}
		}
	}
	LIT_adopt_the_dobuzhinsky_flag_design_decision = {
		priority = 25
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = LIT
		}
		available = {
			has_government = neutrality
			AND = {
				has_completed_focus = LIT_secure_a_loyal_cabinet
				OR = {
					has_completed_focus = LIT_a_martial_prime_minister LIT_a_priestly_prime_minister
				}
				NOT = {
					has_completed_focus = LIT_merge_the_military_and_civilian_governments
				}
			}
		}
		visible = {
			original_tag = LIT
			has_completed_focus = LIT_secure_a_loyal_cabinet
			NOT = {
				has_country_flag = LIT_adopted_the_dobuzhinsky_flag
			} {
				OR = {
					has_global_flag = form_commonwealth_flag form_baltic_federation_flag
					has_completed_focus = LIT_merge_the_military_and_civilian_governments
				}
			}
		}
		cost = 25
		complete_effect = {
			add_stability = 0.02
			add_war_support = 0.01
			hidden_effect = {
				set_cosmetic_tag = LIT_dobuzhinsky_flag_cosmetic_tag
				set_country_flag = LIT_adopted_the_dobuzhinsky_flag
			}
		}
		modifier = {

		}
		remove_effect = {

		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_seize_the_means_of_production
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_seize_the_means_of_production
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = WAF_propagate_marxist_ideas
	}
	x = -1
	y = 1
	relative_position_id = WAF_propagate_marxist_ideas
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			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
			}
		}
		add_ideas = {
			baltic_siezed_means_of_production_idea
		}
	}
}
### Entity: Character
Component: POL_rudinger_von_der_goltz
Constructs: has_completed_focus
Source: game
File: common/characters/POL.txt

Code:
POL_rudinger_von_der_goltz = {
	name = POL_rudinger_von_der_goltz
	portraits = {
		army = {
			large = GFX_portrait_POL_rudiger_von_der_goltz
			small = GFX_idea_POL_rudiger_von_der_goltz
		}
	}
	field_marshal = {
		traits = {
			thorough_planner old_guard
		}
		skill = 3
		attack_skill = 2
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 4
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = POL_restore_bermontians GER_subduing_the_baltic_states
			}
		}
	}
}
### Entity: Idea
Component: relief_of_command_spirit
Constructs: has_government, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
relief_of_command_spirit = {
	ledger = army
	visible = {
		has_government = democratic
	}
	modifier = {
		experience_gain_army_factor = 0.25
		army_advisor_cost_factor = -0.5
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				NOT = {
					has_dlc = No Step Back
				} {
					has_government = democratic
				}
			}
		} {
			factor = 2
			has_government = democratic
		}
	}
}
### Entity: AI Strategy
Component: SOV_invasion_defense
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_invasion_defense = {
	objective_type = naval_invasion_defense
	available_for = {
		SOV
	}
	min_priority = 5
	max_priority = 12
}
### Entity: State History
Component: 785
Constructs: add_core_of
Source: game
File: history/states/785-Picardy.txt

Code:
state = {
	id = 785
	name = STATE_785
	manpower = 1580000
	state_category = town
	resources = {
		steel = 12
		aluminium = 4
	}
	history = {
		victory_points = {
			11420 5
		}
		owner = FRA
		add_core_of = FRA
		buildings = {
			infrastructure = 4
			industrial_complex = 1
		}
	}
	provinces = {
		454 3402 3447 6585 9561 11420 11549
	}
	local_supplies = 0.0
}
### Entity: Character
Component: lieutenant_of_industry
Source: game
File: common/country_leader/00_traits.txt

Code:
lieutenant_of_industry = {
	sprite = 10
	random = no
	production_speed_industrial_complex_factor = 0.05
	production_speed_infrastructure_factor = 0.05
	production_speed_rail_way_factor = 0.05
	production_speed_synthetic_refinery_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_democratic_work_with_the_zaibatsus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_democratic_work_with_the_zaibatsus
	icon = GFX_focus_jap_zaibatsu
	mutually_exclusive = {
		focus = JAP_split_uo_zaibatsu_monopolies JAP_democratic_nationalize_zaibatsus
	}
	x = -3
	y = 1
	relative_position_id = JAP_offshore_coal
	prerequisite = {
		focus = JAP_offshore_coal JAP_democratic_research_slot
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_civilian_government_faction_is_at_least_influential = yes
		JAP_zaibatsu_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		reduce_focus_completion_cost = {
			focus = {
				JAP_approach_mitsui JAP_approach_mitsubishi JAP_approach_sumitomo JAP_approach_yasuda
			}
			cost = 35
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_clock_tt generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		}
		JAP_big_zaibatsu_faction_gain = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_axis_training
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_axis_training
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = IRQ_seek_axis_investment
	}
	x = -1
	y = 1
	relative_position_id = IRQ_seek_axis_investment
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	ai_will_do = {
		base = 1
	}
	available = {
		OR = {
			has_government = fascism
			is_in_faction_with = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 25
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_war_with = ENG
			}
			add_ideas = IRQ_ENG_attack_bonus
		} {
			limit = {
				has_war_with = USA
			}
			add_ideas = IRQ_USA_attack_bonus
		} {
			limit = {
				NOT = {
					OR = {
						has_war_with = USA ENG
					}
				}
			}
			add_ideas = IRQ_generic_attack_bonus_axis
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.23
Constructs: is_triggered_only, ai_chance, limit, add_political_power, add_timed_idea, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.23
	title = NSB_soviet_paranoia_system_events.23.t
	desc = NSB_soviet_paranoia_system_events.23.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.23.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = SOV_training_activities_curtailed
			days = 365
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_low_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
		SOV_increase_opposition_army_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.23.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
	}
}
### Entity: Character
Component: EST_juri_uluots
Source: game
File: common/characters/EST.txt

Code:
EST_juri_uluots = {
	name = EST_juri_uluots
	portraits = {
		army = {
			small = GFX_idea_EST_juri_uluots
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_juri_uluots
		allowed = {
			original_tag = EST
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Character
Component: USA_victor_perlo
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/USA.txt

Code:
USA_victor_perlo = {
	name = USA_victor_perlo
	portraits = {
		army = {
			small = GFX_portrait_USA_victor_perlo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = victor_perlo
		allowed = {
			OR = {
				original_tag = USA SWE
			}
		}
		available = {
			OR = {
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					has_completed_focus = USA_reach_out_to_the_ware_group
				}
				AND = {
					SWE_refuge_for_revolutionaries_trigger = yes
					USA = {
						has_completed_focus = USA_america_first
					}
				}
			}
		}
		visible = {
			has_dlc = Man the Guns
		}
		traits = {
			economist
		}
		cost = 0.0
		do_effect = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
	allowed_civil_war = {
		has_government = communism
	}
}
### Entity: Idea
Component: EAI_DD_17/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Look_Elsewhere
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Look_Elsewhere
	icon = GFX_goal_DEN_flag_fortress
	cost = 5
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_Invite_Italian_Advisors
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	mutually_exclusive = {
		focus = DEN_Join_the_Axis
	}
	x = 2
	y = 4
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		if = {
			limit = {
				is_subject = no
				any_other_country = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						original_tag = GER
					} {
						any_other_country = {
							is_in_faction_with = PREV
							has_war_with = ROOT
						}
					}
				}
			}
			random_other_country = {
				limit = {
					is_subject = no
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						tag = GER
					} {
						any_other_country = {
							is_in_faction_with = PREV
							has_war_with = ROOT
						}
					}
				}
				country_event = generic.2
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Idea
Component: CHI_confucian_opposition2
Constructs: stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_confucian_opposition2 = {
	picture = chi_war_of_resistance
	removal_cost = -1
	modifier = {
		stability_factor = -0.25
		industrial_capacity_factory = -0.25
		conscription_factor = -0.25
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Effect Reference
Construct: raid
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
# Root scope is raid
state = {
  raid_reduce_project_progress_ratio = 0.1 # Reduces the project progress by 10%
}
```
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_SHX_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SHX
		}
		requested_factories = 1
		progress = 0.78
		efficiency = 20
	}
}
### Entity: Event
Component: poland.136
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.136
	title = poland.136.t
	desc = poland.136.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.136.a
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_minimal_power_loyal
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_minimal_power_loyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_minimal_power_loyal
	removal_cost = -1
	modifier = {
		political_power_gain = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_get_traded_factories
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_get_traded_factories = {
	set_temp_variable = {
		traded_factories = 0
	}
	add_to_temp_variable = {
		traded_factories = resource_imported@aluminium
	} {
		traded_factories = resource_imported@rubber
	} {
		traded_factories = resource_imported@oil
	} {
		traded_factories = resource_imported@steel
	} {
		traded_factories = resource_imported@tungsten
	} {
		traded_factories = resource_imported@chromium
	}
	divide_temp_variable = {
		traded_factories = 8
	}
}
### Entity: Country History
Country: IAS
Component: IAS_technology
Constructs: set_technology
Source: game
File: history/countries/IAS - Isthmo Amerindia.txt

Code:
# Starting Technologies for IAS
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_communist_diplomacy
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_communist_diplomacy
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = ALB_assassinate_the_king
	}
	x = 8
	y = 4
	cost = 5
	available = {
		any_other_country = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_subject = yes
			NOT = {
				any_other_country = {
					has_government = communism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 35
		add_war_support = 0.03
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_other_country = {
			limit = {
				has_government = communism
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ALB
				modifier = commie_opinion
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_research_city_excursions
Constructs: prerequisite, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_research_city_excursions
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = AST_join_comintern
	}
	x = -1
	y = 5
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = SOV
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SOV = {
			add_to_tech_sharing_group = comintern_research
		}
		add_to_tech_sharing_group = comintern_research
	}
}
### Entity: Character
Component: RAJ_william_e_parry
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_william_e_parry = {
	name = RAJ_william_e_parry
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = RAJ_william_e_parry
		allowed = {
			original_tag = RAJ
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: AUS_set_army_monarcy_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_army_monarcy_defaults = {
	set_variable = {
		AUS_army_army_core_attack_factor = 0
	} {
		AUS_army_army_core_defence_factor = 0
	} {
		AUS_army_supply_consumption_factor = 0
	} {
		AUS_army_out_of_supply_factor = 0
	} {
		AUS_army_training_time_factor = 0
	} {
		AUS_army_conscription_factor = 0
	} {
		AUS_army_xp_gain_army_factor = 0
	} {
		AUS_army_mobilization_speed = 0
	} {
		AUS_army_army_attack_factor = 0
	} {
		AUS_army_army_defence_factor = 0
	} {
		AUS_army_army_speed_factor = 0
	} {
		AUS_army_army_org_factor = 0
	}
}
### Entity: AI Strategy
Component: SAU_democratic_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/SAU_alternate_strategy_plan.txt

Code:
SAU_democratic_plan = {
	name = SAU: Saudi Democratic AI Plan
	desc = Alternate democratic behavior for Saudi Arabia.
	allowed = {
		original_tag = SAU
	}
	enable = {
		OR = {
			has_country_flag = SAU_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = SAU_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	focus_factors = {
		SAU_solve_the_jafurah_dispute = 100
		SAU_reject_the_riyadh_line = 0
		SAU_concessions_to_standard_oil = 0
		SAU_deal_with_bp = 100
		SAU_2_Invite_the_Soviet_oil_barons = 0
		SAU_invite_brabag = 0
		SAU_introduce_the_constitution = 100
		SAU_continue_hakimovs_legacy = 0
		SAU_seek_german_arms = 0
		SAU_move_toward_german_alignment = 0
		SAU_join_the_comintern = 0
		SAU_western_alignment = 100
		SAU_maintain_international_neutrality = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_metaxas_unions
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_metaxas_unions
	icon = GFX_focus_GRE_Question_the_trade_Unions
	text = GRE_metaxas_unions
	prerequisite = {
		focus = GRE_begin_reconstruction
	}
	x = -2
	y = 1
	relative_position_id = GRE_begin_reconstruction
	cost = 5.8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_metaxas_plan
			add_idea = GRE_Metaxas_unions
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Construct: local_factory_energy_consumption_per_infrastructure
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_factory_energy_consumption_per_infrastructure

* Number with 2 decimal places
* **Categories**: state
### Entity: Character
Component: GDC_zeng_qiqing
Source: game
File: common/characters/GDC.txt

Code:
GDC_zeng_qiqing = {
	name = Zeng Qiqing
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_land_6
			small = GFX_Portrait_Asia_Generic_land_6_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = GDC_zeng_qiqing
		ledger = army
		allowed = {
			original_tag = GDC
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer promising
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: POR_fascist_axis_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_alternate_strategy_plan.txt

Code:
POR_fascist_axis_plan = {
	name = Portuguese Fascist Dictatorship
	desc = Rafael Pereira will take control of Portugal as a Fascist dictator, supporting the Nationalists during the Spanish Civil War and attempting to join the Axis afterwards.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			has_country_flag = POR_AI_RANDOM_FASCIST_AXIS
			has_game_rule = {
				rule = POR_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		POR_estado_novo POR_second_navy_reequipment POR_support_the_spanish_nationalists POR_continue_the_public_works POR_instituto_superior_tecnico POR_portuguese_legion POR_national_syndicalism POR_observation_mission POR_arsenal_do_alfeite POR_army_reorganization POR_metropolitan_army POR_send_assistance POR_a_powerful_merchant_marine POR_industrial_modernization POR_ogme POR_refuse_the_naval_blockade POR_a_new_industry POR_ditadura_militar POR_corpo_do_estado_maior POR_military_vehicles POR_military_research_facilities POR_standardization POR_colonial_assimilation_policy POR_nationalist_intervention POR_camisas_azuis POR_merchant_marine_protection POR_roads_bridges_and_dams POR_colonial_army POR_mapa_cor_de_rosa POR_join_the_axis POR_research_agreements POR_ogma POR_submarine_effort POR_recover_the_east_indies POR_fuzileiros POR_naval_research_institute POR_staff_wargames
	}
	focus_factors = {
		POR_recover_brazil = 0
		POR_limited_self_rule = 0
		POR_expand_the_chinese_territories = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}