Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: extra_trade_to_target_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## extra_trade_to_target_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Event
Component: CHL_political_events.44
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.44
	title = CHL_political_events.44.t
	desc = CHL_political_events.44.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.44.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = URG
		}
		add_war_support = 0.05
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AGame_concepts.html

Doc:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

11 April 2016
&#160;m&#160;&#160;&#160;09:04&#160; | Ideas‎ (diff | hist) . . (0)‎ . . Panzerzombie (Talk | contribs) (→‎Trade laws) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Category:Game_concepts"
### Entity: Character
Component: FIN_fanni_luukkonen
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_fanni_luukkonen = {
	name = FIN_fanni_luukkonen
	portraits = {
		army = {
			large = GFX_portrait_FIN_fanni_luukkonen
			small = GFX_portrait_FIN_fanni_luukkonen_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer organizer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_completed_focus = FIN_arm_the_lotta_svard
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_zvolen_railway_factory
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_size, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_zvolen_railway_factory
	icon = GFX_focus_generic_railroad
	relative_position_id = SLO_industrial_effort
	x = -3
	y = 3
	prerequisite = {
		focus = SLO_small_arms_manufacturing
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		controls_state = 70
	}
	completion_reward = {
		70 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = zvolen_railway_factory_organization
			mio:zvolen_railway_factory_organization = {
				add_mio_size = 1
			}
		}
		else = {
			custom_effect_tooltip = available_tank_designer
			show_ideas_tooltip = zvolen_railway_factory
		}
		add_tech_bonus = {
			name = JAP_support_the_railways_and_shipping_section
			bonus = 1
			uses = 2
			category = train_tech railway_construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_invite_red_bolivia
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_subject, add_ai_strategy
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_invite_red_bolivia
	icon = GFX_goal_generic_befriend_bolivia
	prerequisite = {
		focus = CHL_growing_communist_faction
	}
	x = 2
	y = 1
	relative_position_id = CHL_growing_communist_faction
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		BOL = {
			is_in_faction = no
			has_government = communism
		}
		is_in_faction = yes
		has_government = communism
		is_subject = no
	}
	completion_reward = {
		BOL = {
			country_event = {
				id = generic.5
			}
			add_ai_strategy = {
				type = alliance
				id = CHL
				value = 200
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: LIT_MOT_01
Source: game
File: common/units/names_divisions/LIT_names_divisions.txt

Code:
LIT_MOT_01 = {
	name = Motorized Division
	for_countries = {
		LIT
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	fallback_name = %s. Motorizavimas Divizija
	ordered = {
		1 = {
			%s. Motorizavimas Divizija
		}
		2 = {
			%s. Motorizavimas Divizija
		}
		3 = {
			%s. Motorizavimas Divizija
		}
		4 = {
			%s. Motorizavimas Divizija
		}
		5 = {
			%s. Motorizavimas Divizija
		}
		6 = {
			%s. Motorizavimas Divizija
		}
		7 = {
			%s. Motorizavimas Divizija
		}
		8 = {
			%s. Motorizavimas Divizija
		}
		9 = {
			%s. Motorizavimas Divizija
		}
		10 = {
			%s. Motorizavimas Divizija
		}
	}
}
### Entity: Event
Component: PER_imperial_events.12
Constructs: is_triggered_only, ai_chance, add_timed_idea, set_state_flag, create_wargoal, annex_everything
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.12
	title = PER_imperial_events.12.t
	desc = PER_imperial_events.12.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.12.a
		ai_chance = {
			base = 80
		}
		effect_tooltip = {
			PER = {
				transfer_state = 988 444
				add_timed_idea = {
					idea = PER_paying_for_baluchistan_idea
					days = 365
				}
			}
			RAJ = {
				add_timed_idea = {
					idea = PER_sold_baluchistan_idea
					days = 365
				}
			}
		}
		FROM = {
			country_event = {
				id = PER_imperial_events.13
				hours = 1
			}
		}
		hidden_effect = {
			PER = {
				transfer_state = 988 444
				988 = {
					set_state_flag = RAJ_resistance_already_squashed_flag
				}
				444 = {
					set_state_flag = RAJ_resistance_already_squashed_flag
				}
				add_timed_idea = {
					idea = PER_paying_for_baluchistan_idea
					days = 365
				}
			}
			RAJ = {
				add_timed_idea = {
					idea = PER_sold_baluchistan_idea
					days = 365
				}
			}
		}
	} {
		name = PER_imperial_events.12.b
		ai_chance = {
			base = 20
		}
		effect_tooltip = {
			PER = {
				create_wargoal = {
					target = RAJ
					type = annex_everything
				}
			}
		}
		FROM = {
			country_event = {
				id = PER_imperial_events.14
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.12.c
		ai_chance = {
			base = 5
			modifier = {
				factor = 95
				strength_ratio = {
					tag = RAJ
					ratio = > 1.5
				}
			}
		}
		FROM = {
			country_event = {
				id = PER_imperial_events.15
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: ITA_aggressive_policy_in_ethiopia
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_aggressive_policy_in_ethiopia = {
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		ai_focus_aggressive_factor = 1
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_aquire_modern_machinery
Constructs: completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_aquire_modern_machinery
	icon = GFX_goal_generic_production
	relative_position_id = TIB_persuade_the_regent
	x = 9
	y = 0
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.75
			uses = 1
			ahead_reduction = 0.5
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ministry_of_colonial_affairs
Constructs: prerequisite, limit, completion_reward, has_subject, cancel_if_invalid, random_subject_country, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ministry_of_colonial_affairs
	icon = GFX_focus_JAP_ministry_of_colonial_affairs
	prerequisite = {
		focus = JAP_ministry_of_commerce_and_industry
	}
	relative_position_id = JAP_ministry_of_commerce_and_industry
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			has_subject = MAN KOR MEN FOR PLU
			524 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			647 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_subject = MAN KOR MEN FOR PLU
				}
			}
			random_subject_country = {
				limit = {
					OR = {
						original_tag = MAN KOR MEN FOR PLU
					}
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						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
					}
				}
			}
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					524
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					525
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					524
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					leve
# ... (truncated)
### Entity: Character
Component: SIA_calculated_ultranationalist_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_calculated_ultranationalist_r56 = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	war_stability_factor = 0.1
	high_command_cost_factor = -0.25
	theorist_cost_factor = -0.25
}
### Entity: National Focus
Tree: ins_focus
Component: INS_ship_a_day_tactics
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_ship_a_day_tactics
	icon = GFX_goal_generic_navy_submarine
	ai_will_do = {
		factor = 3
	}
	x = 1
	y = 1
	relative_position_id = INS_joint_wargames
	mutually_exclusive = {
		focus = INS_convoy_protection
	}
	prerequisite = {
		focus = INS_joint_wargames
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
		add_ideas = AFG_under_the_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: news.182
Constructs: is_triggered_only, save_event_target_as, is_in_faction_with, is_in_faction
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.182
	title = news.182.t
	desc = news.182.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	immediate = {
		FRA = {
			save_event_target_as = France
		}
	}
	option = {
		name = news.182.a
		trigger = {
			is_in_faction_with = GER
		}
	} {
		name = news.182.b
		trigger = {
			NOT = {
				is_in_faction_with = GER
			} {
				tag = ENG
			}
			is_in_faction = yes
		}
	} {
		name = news.182.c
		trigger = {
			NOT = {
				is_in_faction = yes
			}
		}
	} {
		name = news.182.e
		trigger = {
			tag = ENG
		}
	}
}
### Entity: Event
Component: AAT_Sweden_communism.1
Constructs: is_triggered_only, add_ideas
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_communism.1
	title = AAT_Sweden_communism.1.t
	desc = AAT_Sweden_communism.1.desc
	is_triggered_only = yes
	picture = GFX_report_event_communist_leader
	option = {
		name = AAT_Sweden_nordic_defense_council.1.a
		add_ideas = SWE_fascist_counter_revolution_0
	}
}
### Entity: Event
Component: mtg_usa_protect_south_america.2
Constructs: is_triggered_only
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_protect_south_america.2
	title = mtg_usa_protect_south_america.2.t
	desc = mtg_usa_protect_south_america.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_usa_protect_south_america.2.a
		puppet = FROM
	}
}
### Entity: Idea
Component: ENG_blackouts_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_blackouts_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_torchbearers_of_tomorrow
	modifier = {
		weekly_bombing_war_support = 0.002
		industry_air_damage_factor = -0.1
		stability_factor = -0.05
		political_power_factor = -0.05
	}
}
### Entity: Character
Component: SWE_rearnament_proponent
Constructs: war_support_factor, equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_rearnament_proponent = {
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	war_support_factor = 0.05
}
### Entity: National Focus
Component: wuw_HUN_strenghten_the_order_of_vitez
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, every_army_leader, has_trait, add_attack
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_strenghten_the_order_of_vitez
	icon = GFX_focus_HUN_strenghten_the_order_of_vitez
	prerequisite = {
		focus = wuw_HUN_strengthen_horthys_reign
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_strengthen_horthys_reign
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = HUN_miklos_horthy
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = HUN_every_vitez_tt
		every_army_leader = {
			limit = {
				has_trait = trait_HUN_vitez
			}
			add_attack = 1
			add_defense = 1
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_soliders_for_prisoners
Constructs: division_template, prerequisite, completion_reward, set_technology, is_locked, force_allow_recruiting, create_unit, add_manpower
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_soliders_for_prisoners
	icon = GFX_focus_SOV_penal_battalions
	x = 1
	y = 1
	relative_position_id = PAR_purge_the_military_of_dissent
	prerequisite = {
		focus = PAR_purge_the_military_of_dissent
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = GUAY_penal_battalions_tt
		hidden_effect = {
			set_technology = {
				penal_infantry = 1
				popup = no
			}
			division_template = {
				name = Batallón de Castigo
				is_locked = no
				force_allow_recruiting = yes
				regiments = {
					penal_battalion = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			capital_scope = {
				create_unit = {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				}
			}
		}
		add_manpower = 16000
	}
}
### Entity: Character
Component: AST_the_big_australian
Source: game
File: common/country_leader/00_traits.txt

Code:
AST_the_big_australian = {
	random = no
	local_resources_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_crown_commodities
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_autonomy_score, has_idea, add_timed_idea, is_ally_with
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_crown_commodities
	icon = GFX_focus_RAJ_tea_exports
	prerequisite = {
		focus = RAJ_expand_the_zamindari_system
	}
	x = -1
	y = 1
	relative_position_id = RAJ_expand_the_zamindari_system
	cost = 10
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_autonomy_score = {
			value = 75
			localization = RAJ_crown_commodities
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = idea_RAJ_great_depression_1
			}
			remove_ideas = idea_RAJ_great_depression_1
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = idea_RAJ_great_depression_2
				days = 1095
			}
		} {
			limit = {
				is_ally_with = ENG
			}
			custom_effect_tooltip = RAJ_crown_commodities_cg_to_the_empire_tt
			event_option_tooltip = GOE_RAJ_loyalist.01.a
			hidden_effect = {
				ENG = {
					country_event = {
						id = GOE_RAJ_loyalist.01
						hours = 8
						random_hours = 4
					}
					every_subject_country = {
						limit = {
							NOT = {
								tag = ROOT
							}
						}
						country_event = {
							id = GOE_RAJ_loyalist.01
							hours = 8
							random_hours = 4
						}
					}
				}
			}
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: HUN_ferenc_szalasi
Constructs: has_country_leader
Source: game
File: common/characters/HUN.txt

Code:
HUN_ferenc_szalasi = {
	name = HUN_ferenc_szalasi
	portraits = {
		civilian = {
			large = GFX_portrait_HUN_ferenc_szalasi
		}
		army = {
			small = GFX_portrait_HUN_ferenc_szalasi_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			HUN_national_socialist_irredentist
		}
		expire = 1965.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			infantry_officer politically_connected
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = HUN_ferenc_szalasi
			}
		}
	}
}
### Entity: Character
Component: falangist_demagogue
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
falangist_demagogue = {
	random = no
	sprite = 13
	fascism_drift = 0.1
}
### Entity: Event
Component: siam_r56.24
Constructs: is_triggered_only
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.24
	title = siam_r56.24.title
	desc = siam_r56.24.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = siam_r56.24.a
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_high_decrease_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = -0.2
	}
}
### Entity: Military Industrial Organization
Component: BRA_apfab_organization_heavy
Constructs: has_completed_focus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_apfab_organization_heavy = {
	name = bra_heavy_aircraft_manufacturer
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_apfab
	allowed = {
		original_TAG = BRA
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = SMB_establish_aircraft_industry BRA_R56_close_air_support
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_aircraft_designer
		limit_to_equipment_type = {
			large_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			air_bombing = 0.05
			air_agility = -0.05
		}
	}
}
### Entity: Character
Component: YUG_slobodan_jovanovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_slobodan_jovanovic = {
	advisor = {
		slot = political_advisor
		idea_token = YUG_slobodan_jovanovic
		allowed = {
			original_tag = YUG
		}
		traits = {
			constitutional_philosopher
		}
	}
	name = YUG_slobodan_jovanovic
	portraits = {
		army = {
			small = GFX_idea_YUG_slobodan_jovanovic
		}
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_expand_the_madrasas
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_expand_the_madrasas
	icon = GFX_focus_PER_university_of_isfahan
	x = 4
	y = 1
	allow_branch = {
		tag = KHM
	}
	cost = 5
	prerequisite = {
		focus = KHM_undermine_kmt_rule XSM_sideline_family_conflicts
	}
	relative_position_id = KHM_undermine_kmt_rule
	ai_will_do = {
		base = 5
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = AFG_expanded_the_madrasas_idea
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_military_pensions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_military_pensions
	icon = GFX_goal_generic_military_funding
	cost = 10
	prerequisite = {
		focus = CUB_military_coup
	}
	relative_position_id = CUB_military_coup
	x = -2
	y = 1
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = CUB_military_pensions_idea
		army_experience = 25
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: idea_RAJ_guaranteed_minimum_wage
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_guaranteed_minimum_wage = {
	picture = NOR_printing_money
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		stability_factor = 0.05
		political_power_factor = 0.05
	}
}