Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_sway_the_military
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_popularity, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_sway_the_military
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = PHI_support_the_ganap_party PHI_huk_revolutionaries
	}
	relative_position_id = PHI_huk_revolutionaries
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PHI_support_the_ganap_party
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		else_if = {
			limit = {
				has_completed_focus = PHI_huk_revolutionaries
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech infantry_weapons
		}
		add_ideas = paramilitarism_focus
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: heavy_industry_emphasis_trait
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
heavy_industry_emphasis_trait = {
	sprite = 10
	production_speed_buildings_factor = 0.05
	local_resources_factor = 0.05
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_invite_american_investors
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy, send_volunteers_desire
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_invite_american_investors
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = KAT_Military_Buildup
	}
	text = GEN_invite_american_investors
	x = -2
	y = 1
	relative_position_id = KAT_Military_Buildup
	mutually_exclusive = {
		focus = KAT_invite_german_investors
	} {
		focus = KAT_invite_soviet_planners
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = democratic
		}
	}
	available = {
		num_of_controlled_states = > 0
		USA = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = USA
		}
	}
	bypass = {

	}
	completion_reward = {
		USA = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_opinion_modifier = {
			target = USA
			modifier = GEN_invited_american
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_The_Royal_Academy
Constructs: prerequisite, completion_reward, check_variable, add_research_slot
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_The_Royal_Academy
	icon = GFX_goal_research_silver
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = den_upper_influence_min_90_trigger
			check_variable = {
				den_upper_influence = > 90
			}
		}
	}
	prerequisite = {
		focus = DEN_Reinvigorate_the_Officer_Corp
	} {
		focus = DEN_Royal_Industries
	}
	x = 4
	y = 6
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.70
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.70
	title = bftb_bulgaria_factions.70.t
	desc = bftb_bulgaria_factions.70.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.70.a
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_bzns_low_popularity_decrease_effect = yes
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_free_the_sage
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_free_the_sage
	icon = GFX_goal_TIB_free_lungashar
	prerequisite = {
		focus = TIB_disband_the_tsongdu
	}
	relative_position_id = TIB_disband_the_tsongdu
	mutually_exclusive = {
		focus = TIB_legacy_of_long_march
	}
	x = 5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		promote_character = {
			character = TIB_lungashar
			ideology = liberalism
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TIB_lungashar
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_issue_the_ten_commandments_for_marriage
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_issue_the_ten_commandments_for_marriage
	icon = GFX_focus_generic_population_growth
	x = 1
	y = 1
	relative_position_id = JAP_sea_national_spiritual_mobliization_movement
	prerequisite = {
		focus = JAP_sea_national_spiritual_mobliization_movement
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_monthly_population = 0.1
			tooltip = monthly_population_tt
		}
	}
}
### Entity: AI Strategy
Component: HOL_alternate_communist_plan_taog
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_TAOG_alternate_strategy_plan.txt

Code:
HOL_alternate_communist_plan_taog = {
	name = Netherlands Communist plan TAOG
	desc = Netherlands will become communist and build up on the continent rather than their colonies. (TAOG)
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_completed_focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
			has_country_flag = HOL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = HOL_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_expand_the_artillerieinrichtingen HOL_form_new_government HOL_philips_focus HOL_expand_RD_facilities HOL_legacy_of_the_de_zeven_provincien_mutiny
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: lar_spain.50
Constructs: is_triggered_only, limit, random_country, has_government, is_subject_of, annex_country, clr_global_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.50
	title = lar_spain.50.t
	desc = lar_spain.50.desc
	picture = GFX_report_event_spr_anarchist_success
	is_triggered_only = yes
	option = {
		name = lar_spain.50.a
		random_country = {
			limit = {
				original_tag = POR
				has_government = neutrality
				is_subject_of = ROOT
			}
			SPC = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
		clr_global_flag = SPR_portuguese_anarchism_flag
	}
}
### Entity: Character
Component: SUD_ncs
Source: game
File: common/characters/SUD.txt

Code:
SUD_ncs = {
	advisor = {
		slot = high_command
		idea_token = SUD_ncs
		ledger = navy
		allowed = {
			original_tag = SUD
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_improve_production_lines
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_improve_production_lines
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = NOR_tank_procurement NOR_norges_rikstanksfabrikk
	}
	x = -1
	y = 1
	relative_position_id = NOR_tank_procurement
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			NOR_efficient_production_ns
		}
	}
}
### Entity: Idea
Component: ITA_nationalize_the_banking_sector
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_nationalize_the_banking_sector = {
	name = ITA_nationalize_the_banking_sector
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_nationalize_banking_sector
	modifier = {
		consumer_goods_factor = -0.12
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Event
Component: AUS_political_events.33
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.33
	title = AUS_political_events.33.t
	desc = AUS_political_events.33.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.33.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.31.b
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_sikh_approval
Constructs: remove_trigger, is_raj_or_raj_inheritor, is_subject_of
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_sikh_approval = {
	icon = GFX_modifiers_RAJ_sikh_approval
	state_production_speed_buildings_factor = 0.15
	local_supplies = 0.2
	local_manpower = 0.3
	remove_trigger = {
		CONTROLLER = {
			AND = {
				NOT = {
					is_raj_or_raj_inheritor = yes
				} {
					is_subject_of = RAJ
				}
			}
		}
	}
}
### Entity: Event
Component: cityfall.26
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.26
	title = cityfall.26.t
	desc = cityfall.26.d
	picture = GFX_news_event_fall_of_belgrade
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_belgrade_sov
	}
	option = {
		name = cityfall.26.a
		trigger = {
			NOT = {
				TAG = YUG SOV
			}
		}
	} {
		name = cityfall.26.b
		trigger = {
			TAG = SOV
		}
	} {
		name = cityfall.26.c
		trigger = {
			TAG = YUG
		}
	}
}
### Entity: Event
Component: quebec.24
Constructs: is_triggered_only, fire_only_once, set_country_flag, set_party_name
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.24
	title = quebec.24.t
	desc = quebec.24.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.24.a
		custom_effect_tooltip = QUE_take_paul_bouchard
		set_country_flag = QUE_chose_paul_bouchard
	} {
		name = quebec.24.b
		custom_effect_tooltip = QUE_take_lionel_groulx
		set_country_flag = QUE_chose_lionel_groulx
		promote_character = {
			character = QUE_lionel_groulx
			ideology = clerical_fascism
		}
		set_party_name = {
			ideology = fascism
			long_name = QUE_fascism_party_LARP_long
			name = QUE_fascism_party_LARP
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_join_allies
	icon = GFX_allies
	prerequisite = {
		focus = TIB_the_british_model
	}
	relative_position_id = TIB_the_british_model
	mutually_exclusive = {
		focus = TIB_a_strong_and_united_tibet
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_country = {
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_country = {
					has_government = democratic
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: GER_military_advisors
Constructs: has_war_with, planning_speed, fascism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_military_advisors = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	picture = german_advisors
	cancel = {
		has_war_with = GER
	}
	modifier = {
		land_doctrine_cost_factor = -0.05
		planning_speed = 0.05
		fascism_drift = 0.03
	}
}
### Entity: Event
Component: BALTIC_events.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.5
	title = BALTIC_events.5.t
	desc = BALTIC_events.5.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = BALTIC_events.5.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = FROM_gets_belarus_tt
		hidden_effect = {
			FROM = {
				country_event = BALTIC_events.501
			}
		}
	} {
		name = BALTIC_events.5.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = BALTIC_events.502
		}
	}
}
### Entity: Character
Component: ICE_jakob_moller
Constructs: has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_jakob_moller = {
	name = ICE_jakob_moller
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_jakob_moller_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_jakob_moller
		allowed = {

		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {

		}
		traits = {
			ICE_minister_of_finance_moller
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: EGY_muhammad_anwar_sadat
Source: game
File: common/characters/EGY.txt

Code:
EGY_muhammad_anwar_sadat = {
	name = Muhammad Anwar Sadat
	portraits = {
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Muhammad_Anwar_Sadat.dds
			small = GFX_idea_EGY_muhammad_anwar_sadat
		}
	}
	corps_commander = {
		traits = {
			career_officer brilliant_strategist
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Character
Component: SWI_hans_hausamann
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_hans_hausamann = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_hans_hausamann
		allowed = {
			original_tag = SWI
		}
		available = {
			SWI_can_be_councilor = yes
			has_completed_focus = SWI_buero_ha
		}
		traits = {
			SWI_intelligence_officer
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		visible = {
			SWI_councilor_visible = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
		}
	}
	name = SWI_hans_hausamann
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_hans_hausamann_small
			large = GFX_portrait_SWI_hans_hausamann
		}
	}
}
### Entity: Idea
Component: KMT_counter_soviet_imperialism
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_counter_soviet_imperialism = {
	picture = generic_attack_soviet_union
	cancel = {
		SOV = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.05
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_reject_the_riyadh_line
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, unlock_decision_tooltip, every_state, add_claim_by
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_reject_the_riyadh_line
	icon = GFX_focus_generic_provoke_border_clashes
	cost = 5.0
	x = 2
	y = 1
	prerequisite = {
		focus = SAU_the_unifier
	}
	mutually_exclusive = {
		focus = SAU_solve_the_jafurah_dispute
	}
	ai_will_do = {
		factor = 35
	}
	completion_reward = {
		unlock_decision_tooltip = SAU_assert_control_in_jafurah
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 858 765 1007 658
				}
			}
			add_claim_by = ROOT
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = sau_rejected_riyadh_line
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = SAU_the_unifier
}
### Entity: Idea
Component: CHL_liberal_party_in_power
Constructs: has_government, removal_cost, democratic_drift, neutrality_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_liberal_party_in_power = {
	picture = CHL_liberal_party_in_power
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.02
		neutrality_drift = 0.01
		political_power_factor = 0.05
		production_speed_infrastructure_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_fem_cons_noart_x_de_e_07
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_fem_cons_noart_x_de_e_07 = {
	OR = {
		state = 10 11 40 41 48 85 86 87 88 89 90 91 92 95 96 97 98 112 116 118 147 148 163 167 168 169 173 175 176 179 180 181 188 189 191 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 217 218 219 220 221 223 224 225 226 227 228 232 234 235 238 239 240 241 242 243 244 245 246 247 248 249 251 252 254 255 256 257 258 259 260 262 263 264 265 266 267 277 279 291 295 302 303 321 326 327 331 333 335 336 340 345 346 348 349 350 351 352 354 355 356 358 397 398 400 403 404 405 406 408 409 414 417 418 419 422 423 424 425 429 436 438 439 442 445 448 450 451 452 460 461 462 493 499 500 501 507 511 513 551 554 560 563 565 567 568 569 570 572 573 574 575 576 577 578 579 580 582 583 588 592 594 608 613 623 625 626 627 628 631 632 638 640 641 646 648 653 654 662 665 672 673 676 680 686 697 704 706 718 722 729 734 742 743 744 745 746 747 748 749 750 751 752 753 755 756 757 758 760 761 762 763 782 783 784 788 789 791 793 795
	}
}
### Entity: Idea
Component: mac_imro
Constructs: stability_factor, conscription_factor
Source: game
File: common/ideas/tykn_generic.txt

Code:
mac_imro = {
	picture = bul_imro
	allowed = {
		original_tag = MAC
	}
	modifier = {
		stability_factor = -0.05
		conscription_factor = 0.1
		army_leader_cost_factor = -0.15
		experience_gain_army_factor = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		army_org_factor = 0.03
	}
}
### Entity: Idea
Component: MEX_legion_of_christ
Constructs: has_government, removal_cost, fascism_drift, mobilization_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_legion_of_christ = {
	name = MEX_legion_of_christ
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = 0.12
		mobilization_speed = 0.1
	}
}
### Entity: Character
Component: ALG_pot
Source: game
File: common/characters/ALG.txt

Code:
ALG_pot = {
	advisor = {
		slot = political_advisor
		idea_token = ALG_pot
		allowed = {
			original_tag = ALG
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Shared Focus
Component: GUAY_the_permanent_leader
Constructs: shared_focus, prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_the_permanent_leader
	icon = GFX_goal_generic_demand_territory
	x = 0
	y = 2
	relative_position_id = GUAY_appease_the_generals
	prerequisite = {
		focus = GUAY_appease_the_generals
	} {
		focus = GUAY_cult_of_personality
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_country_leader_trait = JUNO_the_permanent_leader
	}
}
### Entity: AI Strategy
Component: EAI_ENG_area_priority
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_area_priority = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = area_priority
		id = suez
		value = 200
	}
}
### Entity: Character
Component: HRZ_awt
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_awt = {
	advisor = {
		slot = theorist
		idea_token = HRZ_awt
		ledger = air
		allowed = {
			original_tag = HRZ
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Scripted Effect
Component: SIA_update_adc
Constructs: has_completed_focus, limit, is_faction_leader, has_dynamic_modifier, add_dynamic_modifier, set_variable, is_subject, add_to_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_update_adc = {
	if = {
		limit = {
			is_faction_leader = yes
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_dynamic_modifier = {
							modifier = idea_SIA_asian_democratic_compact
						}
					}
				}
				add_dynamic_modifier = {
					modifier = idea_SIA_asian_democratic_compact
				}
			}
		}
		set_variable = {
			SIA_adc_member_count = 0
		}
		for_each_scope_loop = {
			array = faction_members
			if = {
				limit = {
					is_subject = no
				}
				PREV = {
					add_to_variable = {
						SIA_adc_member_count = 1
					}
				}
			}
		} {
			array = faction_members
			clear_variable = SIA_adc_land_mastery_gain_factor SIA_adc_research_speed_factor SIA_adc_max_command_power_mult SIA_adc_army_defence_factor SIA_adc_army_org_factor SIA_adc_max_dig_in_factor SIA_acd_industrial_capacity_dockyard SIA_acd_industrial_capacity_factory SIA_adc_equipment_conversion_speed SIA_adc_production_lack_of_resource_penalty_factor SIA_adc_production_factory_max_efficiency_factor
			if = {
				limit = {
					NOT = {
						has_dynamic_modifier = {
							modifier = idea_SIA_asian_democratic_compact
						}
					}
				}
				add_dynamic_modifier = {
					modifier = idea_SIA_asian_democratic_compact
				}
			} {
				limit = {
					PREV = {
						has_completed_focus = SIA_southeast_asia_joint_command
					}
				}
				set_variable = {
					SIA_adc_land_mastery_gain_factor = PREV.SIA_adc_member_count
				} {
					SIA_adc_research_speed_factor = PREV.SIA_adc_member_count
				} {
					SIA_adc_max_command_power_mult = PREV.SIA_adc_member_count
				}
				multiply_variable = {
					SIA_adc_land_mastery_gain_factor = PREV.SIA_adc_land_mastery_gain_factor_per_country
				} {
					SIA_adc_research_speed_factor = PREV.SIA_adc_research_speed_factor_per_country
				} {
					SIA_adc_max_command_power_mult = PREV.SIA_adc_max_command_power_mult_per_country
				}
			} {
				limit = {
					PREV = {
						has_completed_focus = SIA_pan_asian_weapon_standardization
					}
				}
				set_variable = {
					SIA_adc_equipment_conversion_speed = PREV.SIA_adc_member_count
				} {
					SIA_adc_production_lack_of_resource_penalty_factor = PREV.SIA_adc_member_count
				} {
					SIA_adc_production_factory_max_efficiency_factor = PREV.SIA_adc_member_count
				}
				multiply_variable = {
					SIA_adc_equipment_conversion_speed = PREV.SIA_adc_equipment_conversion_speed_per_country
				} {
			
# ... (truncated)