Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_restore_the_empire
Constructs: prerequisite, limit, add_ideas, completion_reward, has_civil_war, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_the_empire
	prerequisite = {
		focus = POR_march_on_lisbon
	}
	icon = GFX_focus_generic_monarchy_2
	cost = 10
	x = 0
	y = 1
	relative_position_id = POR_march_on_lisbon
	available = {
		has_civil_war = no
	}
	ai_will_do = {
		base = 25
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = POR_growing_rural_support
			}
			swap_ideas = {
				remove_idea = POR_growing_rural_support
				add_idea = POR_unifier_of_the_countryside
			}
		}
		else_if = {
			limit = {
				has_idea = POR_apathy_throughout_rural_regions
			}
			swap_ideas = {
				remove_idea = POR_apathy_throughout_rural_regions
				add_idea = POR_growing_rural_support
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_faltering_rural_support
				add_idea = POR_apathy_throughout_rural_regions
			}
		}
		add_ideas = POR_king_duarte_nuno
		hidden_effect = {
			add_country_leader_role = {
				character = POR_dom_duarte_nuno
				promote_leader = yes
				country_leader = {
					id = -1
					desc = POR_king_duarte_nuno_desc
					expire = 1976.12.24
					ideology = constitutional_monarchy
					traits = {
						constitutional_monarch_minor
					}
				}
			}
			set_cosmetic_tag = KOP_kingdom_portugal
			set_party_name = {
				ideology = neutrality
				long_name = POR_monarchy_party_long
				name = POR_monarchy_party
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor CHL_skip_one_line_tt
		show_ideas_tooltip = POR_domingos_de_gusmao_araujo
		show_unit_leaders_tooltip = POR_joao_de_almeida
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_we_shall_defend_our_island
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_we_shall_defend_our_island
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = ICE_thungur_hnifur
	}
	mutually_exclusive = {
		focus = ICE_death_from_above ICE_taking_the_fight_to_our_enemies
	}
	x = 0
	y = 1
	relative_position_id = ICE_thungur_hnifur
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ICE_thungur_hnifur
			add_idea = ICE_thungur_hnifur_mountaineer
		}
		army_experience = 15
	}
}
### Entity: Unit Template
Component: EGY_BC_HISTORICAL
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		EGY
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ERN 
	fallback_name = Battlecruiser %d
	unique = {

	}
}
### Entity: Operation
Component: token_army
Constructs: intel_gain
Source: game
File: common/operation_tokens/00_OperationTokens.txt

Code:
token_army = {
	name = OPERATION_TOKEN_INFILTRATED_ARMY
	desc = OPERATION_TOKEN_INFILTRATED_ARMY_DESC
	icon = GFX_infiltrate_army_bg
	text_icon = GFX_text_infiltrate_army_token
	intel_source = army
	intel_gain = 10
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_form_the_popular_front
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_form_the_popular_front
	icon = GFX_focus_generic_workers
	cost = 10
	prerequisite = {
		focus = PHI_carving_our_own_destiny
	}
	relative_position_id = PHI_carving_our_own_destiny
	x = 1
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		add_ideas = PHI_popular_front
	}
}
### Entity: Idea
Component: CZE_sokolov_raid_pfot_critical_success_ns
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_sokolov_raid_pfot_critical_success_ns = {
	picture = generic_aircraft_support
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		breakthrough_bonus_against = 0.07
		tag = CZE
	}
}
### Entity: Idea
Component: GER_the_shield_of_democracy_conservatism_and_welfare_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_the_shield_of_democracy_conservatism_and_welfare_idea = {
	name = GER_the_shield_of_democracy_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = GER_the_shield_of_democracy
	modifier = {
		drift_defence_factor = 0.2
		political_advisor_cost_factor = -0.1
		high_command_cost_factor = -0.1
		air_chief_cost_factor = -0.1
		army_chief_cost_factor = -0.1
		navy_chief_cost_factor = -0.1
		mobilization_laws_cost_factor = -0.2
		monthly_population = 0.1
		defensive_war_stability_factor = 0.15
		party_popularity_stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_medium_bombers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_medium_bombers
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = ROM_ground_support
	}
	x = 0
	y = 2
	relative_position_id = ROM_acquire_licenses
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_medium_bombers
			bonus = 1.0
			uses = 1
			category = tactical_bomber
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_secure_plata_states
Constructs: prerequisite, limit, completion_reward, is_subject, is_core_of, every_state, is_claimed_by, add_claim_by
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_secure_plata_states
	prerequisite = {
		focus = PRU_the_only_sun
	}
	icon = GFX_goal_uruguay_democracy
	x = 0
	y = 1
	relative_position_id = PRU_the_only_sun
	cost = 10
	available = {
		is_subject = no
		OR = {
			509 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			510 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		any_state = {
			OR = {
				is_core_of = URG PAR
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = URG PAR
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	will_lead_to_war_with = URG PAR
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = URG PAR
				}
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					OR = {
						is_core_of = URG PAR
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRU_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = PRU
		}
		requested_factories = 1
		progress = 0.27
		efficiency = 100
	}
}
### Entity: Character
Component: URG_carlos_neves_ochoa
Source: game
File: common/characters/URG.txt

Code:
URG_carlos_neves_ochoa = {
	advisor = {
		slot = navy_chief
		idea_token = URG_carlos_neves_ochoa
		allowed = {
			original_tag = URG
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/File%3AMilitary_factories.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Military_factories.png &#8206;(27 × 23 pixels, file size: 19 KB, MIME type: image/png)
### Entity: Idea
Component: r56_CAN_YCLOC_02
Constructs: stability_factor, removal_cost, communism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_YCLOC_02 = {
	name = r56_CAN_YCLOC
	allowed = {
		always = no
	}
	picture = home_of_the_revolution
	removal_cost = -1
	modifier = {
		communism_drift = 0.03
		conscription = 0.005
		political_power_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Character
Component: ASY_benjamin_arsanis
Source: game
File: common/characters/ASY.txt

Code:
ASY_benjamin_arsanis = {
	name = ASY_benjamin_arsanis
	portraits = {
		civilian = {
			large = GFX_portrait_ASY_benjamin_arsanis
		}
	}
	country_leader = {
		ideology = marxism
		traits = {

		}
		expire = 1957.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: ENG_growing_confidence_in_the_air
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_growing_confidence_in_the_air = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war = yes
		has_government = democratic
		date = > 1938.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 30
	}
}
### Entity: Idea
Component: MAN_warlord_governorates
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_warlord_governorates = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_warlord_governorates
	modifier = {
		political_power_factor = -0.1
		stability_weekly = 0.001
		local_resources_factor = 0.1
		extra_trade_to_overlord_factor = 0.5
	}
}
### Entity: State History
Component: 72
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/72-Zaolzie.txt

Code:
state = {
	id = 72
	name = STATE_72
	manpower = 152000
	resources = {
		coal = 7
	}
	state_category = rural
	history = {
		owner = CZE
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = CZE
		add_claim_by = SIL
		1939.3.14 = {
			owner = POL
			controller = POL
		}
	}
	provinces = {
		9551 9567
	}
	local_supplies = 1.0
}
### Entity: Character
Component: SPA_fransisco_moreno_fernandez
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_fransisco_moreno_fernandez = {
	name = SPA_fransisco_moreno_fernandez
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SPA_fransisco_moreno_fernandez
		name = SPA_fransisco_moreno_fernandez
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
			original_tag = SPR
		}
		visible = {
			has_government = fascism
		}
		available = {
			has_government = fascism
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_scholarly_revolution
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_scholarly_revolution
	icon = GFX_focus_NOR_moscows_education_centers
	prerequisite = {
		focus = PRC_reestablish_moscow_sun_yat_sen_university PRC_party_control PRC_petition_for_freedom
	}
	x = 0
	y = 1
	relative_position_id = PRC_reestablish_moscow_sun_yat_sen_university
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_bolshevik_dominance_tt
		add_to_variable = {
			PRC_bolshevik_dominance_research_speed_factor = 0.1
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_cooperation_with_the_armed_forces
Constructs: has_completed_focus, prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_cooperation_with_the_armed_forces
	prerequisite = {
		focus = POR_continue_salazars_policies
	}
	icon = GFX_goal_small_infantry
	cost = 4
	ai_will_do = {
		base = 25
	}
	x = -1
	y = 1
	relative_position_id = POR_continue_salazars_policies
	available = {
		OR = {
			has_completed_focus = POR_complete_the_military_restructuring POR_continue_the_naval_expansion
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 35
		add_war_support = 0.03
		add_popularity = {
			ideology = communism
			popularity = -0.04
		}
		custom_effect_tooltip = CHL_skip_one_line_tt unlocks_decision_send_in_the_army_which_grants_tt
		effect_tooltip = {
			add_stability = 0.05
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SAM_ar
Source: game
File: common/ideas/samoa.txt

Code:
SAM_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = SAM
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Isolated
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, add_stability, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Isolated
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = militarism GEN_Collectivist_Propaganda
	}
	mutually_exclusive = {
		focus = GEN_Conquer GEN_Intervene
	}
	x = 2
	y = 2
	relative_position_id = GEN_Organise_Youth
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 3
		}
	}
	available = {
		NOT = {
			is_subject = yes
			has_war = yes
		}
	}
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_mechanized_20
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_mechanized_20 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = amphibious_mechanized_equipment
		value = 5
	} {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = -2
	}
}
### Entity: Idea
Component: RUT_idea_hungarian_advisors
Constructs: is_subject_of, is_in_faction_with, removal_cost
Source: game
File: common/ideas/ruthenia.txt

Code:
RUT_idea_hungarian_advisors = {
	picture = generic_infantry_bonus
	allowed = {
		always = no
		OR = {
			is_subject_of = HUN
			is_in_faction_with = HUN
		}
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		high_command_cost_factor = -0.2
		military_leader_cost_factor = -0.25
	}
}
### Entity: Unit Template
Component: AST_CL_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HMAS 
	fallback_name = Light Cruiser %s
	unique = {
		Sydney Perth Hobart Brisbane Adelaide Darwin Newcastle Christmas Island Coral Sea Norfolk Island Alice Springs Cooktown Broome Wagga Wagga
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_radar_system
Constructs: prerequisite, add_ideas, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_radar_system
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = COG_long_range_fighters
	}
	available = {
		has_tech = radio
	}
	x = 42
	y = 4
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = COG_radar_system
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: North and South Americas Command
Source: game
File: history/units/ENG_1936_Naval.txt

Code:
fleet = {
	name = North and South Americas Command
	naval_base = 2038
	task_force = {
		name = America and West Indies Fleet
		location = 13010
		ship = {
			name = HMS Berwick
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS York
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Orion
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		}
	} {
		name = South Atlantic Fleet
		location = 2038
		ship = {
			name = HMS Neptune
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Dauntless
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Vansittart
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Venomous
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
			name = HMS Wivern
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		}
	} {
		name = South America Squadron
		location = 12960
		ship = {
			name = HMS Exeter
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Cumberland
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Ajax
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amoun
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_request_autonomous_status
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject_of, has_dlc, set_autonomy
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_request_autonomous_status
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = POL_german_staff POL_polish_shock_battallions
	}
	mutually_exclusive = {
		focus = POL_reach_out_to_underground_state
	}
	relative_position_id = POL_german_staff
	available = {
		NOT = {
			has_completed_focus = POL_support_global_falangism
		}
		is_subject_of = GER
	}
	bypass = {
		is_subject_of = GER
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			compare_autonomy_state = > autonomy_reichsprotectorate
		}
		else = {
			compare_autonomy_state = > autonomy_integrated_puppet
		}
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			country_event = NSB_polish_fascist_events.3
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			GER = {
				set_autonomy = {
					target = POL
					autonomy_state = autonomy_satellite
				}
			}
		}
	}
}
### Entity: Idea
Component: ISR_basic_laws
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_basic_laws = {
	picture = ISR_yes_constitution
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.05
		drift_defence_factor = -0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_across_the_sea
Constructs: prerequisite, owns_state, has_war_with, add_war_support, completion_reward, has_army_manpower, is_subject, is_ally_with
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_across_the_sea
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = PHI_greater_philippines_concept
	}
	relative_position_id = PHI_greater_philippines_concept
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_army_manpower = {
				size = > 249999
			}
		}
	}
	available = {
		is_subject = no
		any_country = {
			owns_state = 916
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_state_core = 916
		hidden_effect = {
			remove_state_claim = 916
		}
		add_war_support = 0.15
		create_wargoal = {
			target = 916
			 = .owner
			type = take_core_state
			generator = {
				916
			}
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CRC_acr
Source: game
File: common/ideas/curacao.txt

Code:
CRC_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = CRC
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: female_divisional_commander_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## female_divisional_commander_chance

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: MEN_true_mongol_state
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/japan.txt

Code:
MEN_true_mongol_state = {
	picture = MEN_true_mongol_state
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
	}
	targeted_modifier = {
		tag = MON
		attack_bonus_against = -0.05
		breakthrough_bonus_against = -0.05
	}
}
### Entity: Unit Template
Component: PER_CL_HISTORICAL
Source: game
File: common/units/names_ships/PER_ship_names.txt

Code:
PER_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		PER
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = IIS 
	fallback_name = Light Cruiser %d
	unique = {
		Palang Babr Shir Paykan Ababil Simorgh
	}
}