Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_nortraship_production_incentives
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_controlled_by, has_capitulated, has_legitimacy, cancel_if_invalid
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_nortraship_production_incentives
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = NOR_encourage_fishing
	} {
		focus = NOR_navy
	} {
		focus = NOR_establish_nortraship
	}
	x = 2
	y = 3
	relative_position_id = NOR_encourage_fishing
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		OR = {
			110 = {
				is_controlled_by = ROOT
			}
			142 = {
				is_controlled_by = ROOT
			}
			has_capitulated = no
			has_legitimacy = > 20
		}
	}
	available_if_capitulated = yes
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		remove_ideas = {
			NOR_fishing
		}
		swap_ideas = {
			remove_idea = NOR_dockyard_investments
			add_idea = NOR_grand_naval_expansion
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = NOR_nortraship_dock_limited
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: IRQ_assyrian_revanchism
Constructs: removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_assyrian_revanchism = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -0.4
	}
}
### Entity: Decision
Component: CZE_bop_army_readiness_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/CZE_decision_categories.txt

Code:
CZE_bop_army_readiness_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	priority = 90
	visible = {

	}
}
### Entity: Idea
Component: KMT_ger_investment
Constructs: limit, has_government, has_war_with, removal_cost, is_subject, has_civil_war, has_capitulated, is_embargoing
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_ger_investment = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		IF = {
			limit = {
				has_government = communism
			}
			GER = {
				NOT = {
					has_government = fascism
				}
			}
		}
		GER = {
			exists = yes
			is_subject = no
			has_civil_war = no
			has_capitulated = no
		}
		NOT = {
			has_war_with = GER
		} {
			is_embargoing = GER
		} {
			GER = {
				is_embargoing = CHI
			}
		}
	}
	on_remove = {
		set_variable = {
			KMT_eco_ger = 0
		}
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Idea
Component: KMT_leftist_dissent
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_leftist_dissent = {
	picture = HUN_the_rakosi_battalion_idea
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.03
		political_power_factor = -0.05
		stability_factor = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_light_armor_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_light_armor_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Character
Component: ITA_ibrahim_farag_mohammed
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_ibrahim_farag_mohammed = {
	name = ITA_ibrahim_farag_mohammed
	portraits = {
		army = {
			small = GFX_portrait_ITA_ibrahim_farag_mohammed_small
			large = GFX_portrait_ITA_ibrahim_farag_mohammed
		}
	}
	corps_commander = {
		traits = {
			ascari_officer naval_invader desert_fox
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
		visible = {
			has_completed_focus = ITA_strengthen_ascari_corps ITA_forza_navale_especiale
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_hunter_killers
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_hunter_killers = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: State History
Component: 1003
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1003-Ceara.txt

Code:
state = {
	id = 1003
	name = STATE_1003
	manpower = 1580820
	state_category = town
	history = {
		owner = BRA
		buildings = {
			infrastructure = 1
			5107 = {
				naval_base = 2
			}
		}
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 5107
		}
		victory_points = {
			5107 3
		}
	}
	provinces = {
		2132 5107 8179 2178 2164
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ERI_democratic_guy
Constructs: has_government
Source: game
File: common/characters/ERI.txt

Code:
ERI_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ERI_democratic_guy
		allowed = {
			original_tag = ERI
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_two_red_flags_old
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_two_red_flags_old
	text = SOV_two_red_flags
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = SOV_far_east_fortification_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_far_east_fortification_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_operation_zet
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = PRC
			}
			owns_state = 622
		}
	}
	available = {
		has_government = communism
		NOT = {
			has_war_with = PRC
		}
		is_subject = no
	}
	search_filters = {

	} {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		PRC = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_cooperating_with_us
			}
			country_event = {
				id = prc.48
				days = 2
			}
			add_relation_modifier = {
				target = ROOT
				modifier = SOV_soviet_chinese_relations
			}
			every_other_country = {
				limit = {
					SOV_is_free_chinese_tag = yes
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_cooperating_with_other
				}
			}
		}
		activate_targeted_decision = {
			target = PRC
			decision = SOV_send_infantry_equipment_asia
		}
		custom_effect_tooltip = SOV_volunteers_allowed_mao_tt
	}
}
### Entity: Event
Component: bftb_greece.91
Constructs: is_triggered_only, limit, has_government, has_country_flag, add_stability, fire_only_once, add_political_power, add_popularity
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.91
	title = bftb_greece.91.t
	desc = bftb_greece.91.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.91.a
		add_political_power = -15
		add_stability = 0.03
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_government = fascism
						has_idea = GRE_eee_in_government
						has_country_flag = onassis_proposition_accepted
					}
				}
				country_event = {
					id = bftb_greece.90
				}
			}
		}
	} {
		name = bftb_greece.91.b
		add_stability = -0.02
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_government = fascism
						has_idea = GRE_eee_in_government
						has_country_flag = onassis_proposition_accepted
					}
				}
				country_event = {
					id = bftb_greece.90
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_expand_the_university_of_auckland
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_expand_the_university_of_auckland
	icon = GFX_focus_generic_university_3
	prerequisite = {
		focus = NZL_think_big
	} {
		focus = NZL_department_of_scientific_and_industrial_research
	}
	x = -4
	y = 1
	relative_position_id = NZL_think_big
	cost = 10
	ai_will_do = {
		factor = 35
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Arms_Foundries
Constructs: shared_focus, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Arms_Foundries
	icon = GFX_goal_generic_munitions_factories
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = RAJ_Solidify_Business_Ties RAJ_Electrification_of_India
	} {
		focus = RAJ_Import_Industrial_Machinery
	}
	x = -1
	y = 3
	relative_position_id = RAJ_Irrigation_Infrastructure
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				429
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				432 443
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = DNZ_large_navy DNZ_flexible_navy
	}
	relative_position_id = DNZ_flexible_navy
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cl_tech ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_father_of_nations
Constructs: prerequisite, completion_reward, check_variable, swap_ruler_traits
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_father_of_nations
	icon = GFX_SOV_father_of_nations_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_great_commander SOV_architect_of_communism
	}
	x = 1
	y = 1
	relative_position_id = SOV_great_commander
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = SOV_propaganda_campaigns_taken_20_or_greater_tt
			check_variable = {
				SOV_propaganda_campaigns_taken = 20
				compare = greater_than_or_equals
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ruler_traits = {
			remove = stalin_heart_of_steel
			add = stalin_father_of_nations
		}
		hidden_effect = {
			play_song = comintern_war_1
		}
	}
}
### Entity: Event
Component: mexico.50
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.50
	title = mexico.50.title
	desc = mexico.50.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = mexico.50.a
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 250
			producer = MEX
		}
	}
}
### Entity: Event
Component: bftb_bulgarian_claims.2
Constructs: is_triggered_only, limit, has_country_flag, add_opinion_modifier, fire_only_once, every_state, has_state_flag, is_in_faction_with
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.2
	title = bftb_bulgarian_claims.2.t
	desc = bftb_bulgarian_claims.2.desc
	picture = GFX_report_event_bul_boris_with_hitler
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgarian_claims.2.a
		add_opinion_modifier = {
			target = GER
			modifier = BUL_bulgarian_claims_recognized
		}
		effect_tooltip = {
			every_state = {
				limit = {
					has_state_flag = BUL_historical_bulgarian_claim_flag
					controller = {
						OR = {
							tag = GER
							AND = {
								NOT = {
									is_in_faction_with = GER
								} {
									tag = BUL
								}
							}
						}
					}
				}
				add_dynamic_modifier = {
					modifier = bulgarian_territorial_expansion_arranged
				}
				custom_effect_tooltip = BUL_germany_recognizes_our_claim_tt
			}
		}
		if = {
			limit = {
				has_country_flag = BUL_german_influence_flag
			}
			modify_country_flag = {
				flag = BUL_german_influence_flag
				value = 1
			}
		}
		else = {
			set_country_flag = {
				flag = BUL_german_influence_flag
				value = 1
			}
		}
	}
}
### Entity: Event
Component: new_ger.139
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, send_embargo, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.139
	title = new_ger.139.t
	desc = new_ger.139.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.139.a
		ai_chance = {
			base = 0.25
		}
		add_political_power = -25
	} {
		name = new_ger.139.b
		send_embargo = FROM
	} {
		name = new_ger.139.c
		ai_chance = {
			base = 0.1
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_prioritize_navy
Constructs: prerequisite, completion_reward, is_subject, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_prioritize_navy
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = DEN_institute_corporatism DEN_experimental_technology DEN_assault_troops
	}
	mutually_exclusive = {
		focus = DEN_prioritize_army
	}
	relative_position_id = DEN_march_on_the_capital
	x = -1
	y = 4
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_naval_coordination = 0.05
			tooltip = naval_coordination_tt
		} {
			DEN_sovaernet_navy_org = 0.05
			tooltip = navy_org_factor_tt
		} {
			DEN_sovaernet_naval_morale = 0.05
			tooltip = naval_morale_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = DEN_prioritize_navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Event
Component: AUS_political_events.62
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.62
	title = AUS_political_events.62.t
	desc = AUS_political_events.62.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.62.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.05
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = medium_decrease
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_96
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_96 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 96
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 96
	}
}
### Entity: Event
Component: lar_congress_of_paris.1
Constructs: is_triggered_only, limit, add_state_claim, is_in_faction_with, random_days
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_congress_of_paris.1
	title = lar_congress_of_paris.1.t
	desc = lar_congress_of_paris.1.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = lar_congress_of_paris.1.a
		add_state_claim = 558 900 901 902 274 700 701 538 718 768 769 890 888 889
		if = {
			limit = {
				is_in_faction_with = ITA
			}
			ITA = {
				country_event = lar_congress_of_paris.2
			}
		}
		else_if = {
			limit = {
				is_in_faction_with = SPA
			}
			SPA = {
				country_event = lar_congress_of_paris.5
			}
		} {
			limit = {
				is_in_faction_with = POR
			}
			POR = {
				country_event = lar_congress_of_paris.6
			}
		}
		else = {
			hidden_effect = {
				news_event = {
					id = lar_news.3
					days = 3
					random_days = 5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_posts_for_generals
Constructs: prerequisite, completion_reward, remove_dynamic_modifier
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_posts_for_generals
	icon = GFX_focus_generic_military_mission
	x = 0
	y = 2
	relative_position_id = BRA_ban_the_communist_party
	prerequisite = {
		focus = BRA_ban_the_communist_party
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = BRA_weak_government
		}
		custom_effect_tooltip = BRA_posts_for_generals_tt
	}
}
### Entity: Country Tag
Component: FGR
Constructs: has_government
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
FGR = {
	original_tag = GER
	country_score = {
		base = 1
		modifier = {
			add = 1
			has_government = neutrality
		} {
			add = 1
			tag = var:GLOBAL.platonic_fascist_bully
		} {
			add = 5
			has_government = fascism
			exists = yes
		}
	}
}
### Entity: Character
Component: cossack_ataman
Source: game
File: common/country_leader/00_traits.txt

Code:
cossack_ataman = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.25
	generate_wargoal_tension = -0.5
	cavalry_attack_factor = 0.15
	cavalry_defence_factor = 0.15
}
### Entity: Event
Component: kmt.32
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.32
	title = kmt.32.t
	desc = kmt.32.d
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.32.a
		add_ideas = KMT_baihua_stage_1_idea
	}
}
### Entity: Country History
Country: LAO
Component: LAO_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/LAO - Laos.txt

Code:
# Misc for LAO
capital = 670
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_army_modernisation
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_army_modernisation
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = POL_standardisation_of_equipment
	}
	x = -3
	y = 1
	relative_position_id = POL_standardisation_of_equipment
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_army_modernisation
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			name = POL_army_modernisation
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Character
Component: BRA_epaminondas_dos_santos
Source: game
File: common/characters/BRA.txt

Code:
BRA_epaminondas_dos_santos = {
	name = BRA_epaminondas_dos_santos
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = BRA_epaminondas_dos_santos
		ledger = air
		allowed = {
			original_tag = BRA
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: new_ger.178
Constructs: has_government, fire_only_once, has_country_leader, retire_character, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.178
	title = new_ger.178.t
	desc = new_ger.178.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		tag = GER
		OR = {
			has_government = neutrality democratic
		}
		date = > 1940.1.1
		NOT = {
			has_country_leader = {
				character = GER_august_von_mackensen
				ruling_only = yes
			}
		}
	}
	mean_time_to_happen = {
		days = 1825
	}
	option = {
		name = new_ger.178.a
		retire_character = GER_august_von_mackensen
		set_country_flag = GER_mackensen_dead
	}
}