Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.34
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, has_opinion, is_historical_focus_on, has_dynamic_modifier
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.34
	title = denmark_overlord_events.34.t
	desc = denmark_overlord_events.34.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.34.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		add_political_power = -25
	} {
		name = denmark_overlord_events.34.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					has_government = fascism communism
				}
			} {
				factor = 2
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.6
					}
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = DEN_occupation_laws_dynamic_modifier
						}
					}
					add_to_variable = {
						DEN_occupation_laws_mic_to_overlord = 0.05
						tooltip = mic_to_overlord_factor_tt
					}
				}
			}
		}
		custom_effect_tooltip = DEN_deteriorating_subject_relations
		FROM = {
			country_event = {
				id = denmark_overlord_events.35
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_avenge_our_overseas_losses
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_war_support, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_avenge_our_overseas_losses
	prerequisite = {
		focus = POR_restore_the_empire
	}
	icon = GFX_focus_generic_annex_country
	cost = 5
	x = 0
	y = 2
	relative_position_id = POR_restore_the_empire
	available = {
		has_completed_focus = POR_strengthen_the_colonial_administration
	}
	ai_will_do = {
		base = 25
	}
	completion_reward = {
		add_war_support = 0.05
		country_event = {
			id = portugal.66
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_proclaim_the_fifth_empire_which_grants_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt POR_gains_claims_on_all_spanish_states_in_europe_tt POR_gains_claim_on_all_INS_states_tt POR_gains_claim_on_singapore_brunei_and_all_MAL_states_tt
			set_cosmetic_tag = POR_empire
			add_ideas = POR_the_fifth_empirer56
			every_other_country = {
				limit = {
					NOT = {
						is_ally_with = ROOT
					}
					OR = {
						has_government = democratic communism
						original_tag = BRA URG INS USA ENG FRA HOL
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = POR_the_fifth_empire_has_threatening_ambitions
				}
				send_embargo = ROOT
				custom_effect_tooltip = embargo_relation_tt
			}
		}
		if = {
			limit = {
				has_idea = POR_pan_iberian_trade_r56
			}
			unlock_decision_tooltip = POR_seek_an_alliance_with_spain_r56
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_indochinese_soviet
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, cancel_if_invalid, every_state, is_owned_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_indochinese_soviet
	icon = GFX_focus_JAP_the_indochinese_soviet
	x = 1
	y = 1
	relative_position_id = JAP_the_pacific_union_of_soviet_socialist_republics
	prerequisite = {
		focus = JAP_the_pacific_union_of_soviet_socialist_republics
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	will_lead_to_war_with = ENG FRA MAL SNG BRM VIN CAM LAO CHM SIA
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_owned_by = ROOT
						is_core_of = ROOT
						is_claimed_by = ROOT
					}
				}
				OR = {
					region = 188 229 228 142 293 294 292 295 249
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				AND = {
					OR = {
						any_owned_state = {
							OR = {
								region = 188 229 228 142 293 294 292 295 249
							}
						}
					}
					NOT = {
						OR = {
							has_war_with = ROOT
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_naval_construction
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_naval_construction
	icon = GFX_goal_generic_construct_naval_dockyard
	text = GRE_naval_construction
	prerequisite = {
		focus = GRE_fund_the_navy
	} {
		focus = GRE_civilian_shipbuilders
	}
	x = 4
	y = 3
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.04_south
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, fire_only_once, has_dlc, complete_national_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.04_south
	title = BBA_italy_missiolinis.04_south.t
	desc = BBA_italy_missiolinis.04_south.desc
	picture = GFX_report_event_generic_soldiers_surrendering
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.04_south.a
		trigger = {
			OR = {
				has_completed_focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
				NOT = {
					has_country_flag = ITA_missiolini_conquer_the_south_failed_flag
				}
			}
		}
		ai_chance = {
			base = 10
		}
		ITA_missiolini_progress_in_ethiopia_failure_effect = yes
	} {
		name = BBA_italy_missiolinis.04_south.b
		trigger = {
			has_dlc = By Blood Alone
			NOT = {
				has_completed_focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
				has_country_flag = ITA_missiolini_conquer_the_north_failed_flag
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1000
				OR = {
					ITA_is_socialist_ai = yes
					ITA_is_communist_ai = yes
				}
			}
		}
		ITA_missiolini_progress_in_ethiopia_failure_effect = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_struggle_in_ethiopia
				} {
					has_completed_focus = ITA_solid_progress
				}
			}
			complete_national_focus = ITA_the_abyssinian_fiasco
		}
	} {
		name = BBA_italy_missiolinis.04_south.c
		trigger = {
			NOT = {
				has_completed_focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
				has_country_flag = ITA_missiolini_conquer_the_north_failed_flag
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					ITA_is_socialist_ai = yes
					ITA_is_communist_ai = yes
				}
			}
		}
		ITA_missiolini_progress_in_ethiopia_failure_effect = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_the_abyssinian_fiasco
				} {
					has_completed_focus = ITA_solid_progress
				}
			}
			complete_national_focus = ITA_struggle_in_ethiopia
		}
	}
}
### Entity: Decision
Component: mal_mining_decisions
Constructs: limit, fire_only_once, has_state_flag, is_good, set_state_flag, save_event_target_as, add_resource, complete_effect
Source: game
File: common/decisions/mal_trade_decisions.txt

Code:
mal_mining_decisions = {
	MAL_tungsten_mining_decline_1 = {
		icon = tungsten
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 915
			}
		}
		available = {
			915 = {
				OR = {
					has_state_flag = tungsten_mine_depleted tungsten_mine_reduction_1
				}
			}
		}
		days_mission_timeout = 365
		fire_only_once = yes
		is_good = no
		activation = {
			controls_state = 915
		}
		timeout_effect = {
			915 = {
				set_state_flag = tungsten_mine_reduction_1
				save_event_target_as = state
				add_resource = {
					type = tungsten
					amount = -52
				}
			}
			country_event = malaysia.26
			activate_mission = MAL_tungsten_mining_decline_2
		}
		complete_effect = {

		}
	}
	MAL_tungsten_mining_decline_2 = {
		icon = tungsten
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 915
			}
		}
		available = {
			915 = {
				OR = {
					has_state_flag = tungsten_mine_depleted tungsten_mine_reduction_2
				}
			}
		}
		days_mission_timeout = 365
		fire_only_once = yes
		is_good = no
		activation = {
			915 = {
				has_state_flag = tungsten_mine_reduction_1
			}
			controls_state = 915
		}
		timeout_effect = {
			915 = {
				set_state_flag = tungsten_mine_reduction_2
				save_event_target_as = state
				add_resource = {
					type = tungsten
					amount = -26
				}
			}
			country_event = malaysia.26
			activate_mission = MAL_tungsten_mining_decline_3
		}
		complete_effect = {

		}
	}
	MAL_tungsten_mining_decline_3 = {
		icon = tungsten
		highlight_states = {
			highlight_state_targets = {
				state = 915
			}
		}
		allowed = {

		}
		available = {
			915 = {
				OR = {
					has_state_flag = tungsten_mine_depleted tungsten_mine_reduction_3
				}
			}
		}
		days_mission_timeout = 365
		fire_only_once = yes
		is_good = no
		activation = {
			915 = {
				has_state_flag = tungsten_mine_reduction_2
			}
			controls_state = 915
		}
		timeout_effect = {
			915 = {
				set_state_flag = tungsten_mine_reduction_3
				save_event_target_as = state
				add_resource = {
					type = tungsten
					amount = -13
				}
			}
			country_event = malaysia.26
			activate_mission = MAL_tungsten_mining_decline_4
		}
		complete_effect = {

		}
	}
	MAL_tungsten_mining_decline_4 = {
		icon = tungsten
		highlight_states = {
			highlight_state_targets = {
				state = 915
			}
		}
		allowed = {

		}
		available = {

		}
		days_mission_t
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_subjugate_korea
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_literally_china_tooltip, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_subjugate_korea
	icon = GFX_focus_generic_invade_korea
	prerequisite = {
		focus = PRC_the_peoples_republic
	}
	x = -2
	y = 1
	relative_position_id = PRC_the_peoples_republic
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			any_other_country = {
				is_literally_china_tooltip = yes
				NOT = {
					is_subject_of = ROOT
				}
			}
		} {
			any_enemy_country = {
				original_tag = KOR
			}
		}
	}
	bypass = {
		KOR = {
			OR = {
				has_war_with = ROOT
				all_core_state = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					original_tag = KOR
				}
				any_controlled_state = {
					is_core_of = KOR
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					is_core_of = KOR
				}
				add_to_temp_array = {
					array = PREV.PRC_subjugate_korea_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.PRC_subjugate_korea_target_states_array
				}
			}
		}
		if = {
			limit = {
				KOR = {
					exists = yes
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = KOR
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: generic_tank_organization
Constructs: has_dlc, is_literally_china, equipment_bonus, build_cost_ic, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_tank_organization = {
	icon = GFX_idea_generic_tank_manufacturer_1
	allowed = {
		NOT = {
			OR = {
				original_tag = GER ENG SOV FRA ITA JAP USA BEL CZE ROM HUN SLO RKH
			}
		} {
			AND = {
				tag = POL
				OR = {
					has_dlc = Poland: United and Ready No Step Back
				}
			}
		} {
			AND = {
				OR = {
					tag = AST SAF NZL CAN
				}
				has_dlc = Together for Victory
			}
		} {
			AND = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
				has_dlc = Waking the Tiger
			}
		} {
			AND = {
				OR = {
					tag = MEX
				}
				has_dlc = Man the Guns
			}
		} {
			AND = {
				OR = {
					tag = BUL GRE TUR
				}
				has_dlc = Battle for the Bosporus
			}
		} {
			AND = {
				OR = {
					tag = ETH SWI
				}
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				OR = {
					original_tag = FIN
					tag = NOR SWE
				}
				has_dlc = Arms Against Tyranny
			}
		} {
			AND = {
				OR = {
					original_tag = BRA CHL ARG
				}
				has_dlc = Trial of Allegiance
			}
		} {
			AND = {
				OR = {
					original_tag = AUS
				}
				has_dlc = Gotterdammerung
			}
		} {
			AND = {
				OR = {
					original_tag = AFG PER IRQ RAJ
				}
				has_dlc = Graveyard of Empires
			}
		} {
			AND = {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		} {
			AND = {
				original_tag = SIA
				has_dlc = Thunder at Our Gates
			}
		}
	}
	equipment_type = {
		mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank
	}
	research_categories = {
		mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	tree_header_text = {
		text = mio_header_tank_construction
		x = 3
	} {
		text = mio_header_equipment_and_specialization
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_standardized_production
		equipment_bonus = {
			armor_value = -0.05
			defense = -0.05
			build_cost_ic = -0.05
		}
	}
	trait = {
		token = generic_mio_trait_simplified_suspension
		name = generic_mio_trait_simplified_suspension
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 1
			y = 0
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_crew_ergonomics
		name = generic_mio_trait_crew_ergonomics
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = 4
			y = 0
		}
		relative_position_id = generic_mio_trait_simplified_suspension
		equipment_bonus = {
			maximum_speed = 0.02
			d
# ... (truncated)
### Entity: National Focus
Tree: isr_focus
Component: ISR_begin_takes_over
Constructs: prerequisite, has_country_flag, completion_reward, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_begin_takes_over
	icon = GFX_goal_ISR_begin
	relative_position_id = ISR_cement_five_mems
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_cement_five_mems
	}
	available = {
		has_country_flag = ISR_jabotinsky_died
	}
	bypass = {
		has_country_flag = ISR_jabotinsky_died
	}
	cost = 1
	completion_reward = {
		effect_tooltip = {
			promote_character = ISR_menachem_begin
			add_popularity = {
				ideology = neutrality
				popularity = -0.01
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_ignore_SWE
Constructs: has_war_with, is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_ignore_SWE = {
	enable = {
		is_historical_focus_on = yes
		OR = {
			tag = GER SWE
		}
		GER = {
			SOV = {
				EAI_THIS_is_threat_to_PREV = yes
			}
		}
		DEN = {
			has_capitulated = yes
			has_war_with = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = SWE
		value = 2000
	} {
		type = antagonize
		id = SWE
		value = -2000
	} {
		type = ignore
		id = GER
		value = 2000
	} {
		type = antagonize
		id = GER
		value = -2000
	}
}
### Entity: Character
Component: PRC_qian_sanqiang
Constructs: has_completed_focus
Source: game
File: common/characters/PRC.txt

Code:
PRC_qian_sanqiang = {
	name = PRC_qian_sanqiang
	portraits = {
		army = {
			large = GFX_portrait_PRC_qian_sanqiang
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_warfare_expert
		}
		skills = {
			specialization_nuclear = 1
		}
		visible = {
			OWNER = {
				has_completed_focus = PRC_prepare_for_596
			}
		}
	}
}
### Entity: Idea
Component: POL_LWD
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_LWD = {
	picture = LWD
	available = {
		OR = {
			has_completed_focus = POL_Draw_Closer_To_The_USSR POL_rocket_development
		}
	}
	allowed = {
		original_tag = POL
	}
	research_bonus = {
		air_equipment = 0.15
	}
	cost = 250
	traits = {
		POL_experimental_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: cityfall.30
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.30
	title = cityfall.30.t
	desc = cityfall.30.d
	picture = GFX_news_event_057
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_dublin_eng
	}
	option = {
		name = cityfall.30.a
		trigger = {
			NOT = {
				TAG = IRE ENG
			}
		}
	} {
		name = cityfall.30.b
		trigger = {
			TAG = ENG
		}
	} {
		name = cityfall.30.c
		trigger = {
			TAG = IRE
		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_remove_confidence_5
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_remove_confidence_5 = {
	if = {
		limit = {
			check_variable = {
				LUX.confidence = < 5
			}
		}
		set_variable = {
			LUX.confidence = 0
		}
	}
	else = {
		subtract_from_variable = {
			LUX.confidence = 5
		}
	}
	set_variable = {
		LUX.demo_impact = LUX.confidence
	} {
		LUX.demo_impact_loc = LUX.demo_impact
	}
	subtract_from_variable = {
		LUX.demo_impact = 50
	}
	divide_variable = {
		LUX.demo_impact = 2
	}
}
### Entity: State History
Component: 1083
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1083-St Lucia.txt

Code:
state = {
	id = 1083
	name = STATE_1083
	manpower = 65438
	state_category = small_island
	history = {
		add_core_of = STL
		owner = ENG
		add_to_array = {
			state_victory_points = 13009
		}
		victory_points = {
			13009 1
		}
		buildings = {
			infrastructure = 2
			13009 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13009
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: USA_build_an_air_facility
Constructs: has_government, build_building
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_build_an_air_facility = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		date = > 1936.6.1
		air_facility = < 1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = air_facility
		value = 25
	}
}
### Entity: Military Industrial Organization
Component: CAN_small_arms_limited_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CAN_organization.txt

Code:
CAN_small_arms_limited_organization = {
	name = CAN_small_arms_limited_organization
	include = generic_infantry_equipment_organization
	icon = GFX_idea_small_arms_limited
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
}
### Entity: AI Strategy
Component: FRA_MineLaying_1
Source: game
File: common/ai_navy/taskforce/FRA_taskforce_templates.txt

Code:
FRA_MineLaying_1 = {
	allowed = {
		original_tag = FRA
	}
	ai_will_do = {
		factor = 1
	}
	mission = {
		mines_planting
	}
	min_composition = {
		destroyer = {
			amount = 1
			role = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 4
			role = 4
		}
		light_cruiser = {
			amount = 1
			role = 4
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_land_doc_3
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_land_doc_3
	icon = GFX_goal_manpower
	prerequisite = {
		focus = HON_land_doc_2
	}
	x = 42
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: PRC_devastating_long_march
Constructs: army_defence_factor, stability_factor, army_attack_factor, removal_cost, conscription_factor, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_devastating_long_march = {
	removal_cost = -1
	picture = ENG_the_war_to_end_all_wars
	allowed = {
		always = no
	}
	modifier = {
		conscription_factor = -0.8
		land_reinforce_rate = -0.03
		army_attack_factor = -0.1
		army_defence_factor = -0.1
		planning_speed = -0.1
		training_time_factor = 1
		stability_factor = -0.1
	}
}
### Entity: Modifier Reference
Component: sp_land_stronghold_network_collapse_workers_drafted
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
sp_land_stronghold_network_collapse_workers_drafted = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	industry_repair_factor = -0.5
	industry_free_repair_factor = -0.5
	repair_speed_infrastructure_factor = -0.5
	repair_speed_rail_way_factor = -0.5
	local_resources_factor = -0.5
	state_production_speed_buildings_factor = -0.5
}
### Entity: State History
Component: 172
Constructs: add_core_of
Source: game
File: history/states/172-Navarre.txt

Code:
state = {
	id = 172
	name = STATE_172
	history = {
		owner = SPR
		add_core_of = NAV SPR
		victory_points = {
			3933 1
		}
		buildings = {
			infrastructure = 3
		}
	}
	provinces = {
		932 3737 3931 3933 9857
	}
	manpower = 359880
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 4.0
}