Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Volkssturm Nuremberg
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_5.txt

Code:
division = {
	name = Volkssturm Nuremberg
	location = 11544
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: Technology
Component: airdrop_mines_bba
Constructs: allow_branch, has_dlc, research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = By Blood Alone
	}
	research_cost = 1
	start_year = 1942
	enable_equipment_modules = {
		airdropped_mines
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 2
			y = 16
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER USA ENG
			}
			factor = 7
		}
	}
	categories = {
		naval_mines naval_minelaying naval_equipment
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_monarchia_d_italia
Constructs: every_owned_state, prerequisite, limit, has_country_flag, completion_reward, add_political_power, has_resistance, add_compliance
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_monarchia_d_italia
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = ITA_depose_mussolini
	}
	mutually_exclusive = {
		focus = ITA_dino_grandi_focus ITA_italo_balbo_focus
	}
	x = 9
	y = 1
	relative_position_id = ITA_depose_mussolini
	cost = 5
	available = {
		neutrality = > 0.25
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = 10
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = ITA_deposed_leader_flag
				}
				clr_country_flag = ITA_deposed_leader_flag
			}
		}
		add_political_power = 50
		set_politics = {
			ruling_party = neutrality
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ITA_vittorio_emanuele_orlando
		show_unit_leaders_tooltip = ITA_giuseppe_de_stefanis
		set_power_balance = {
			id = ITA_power_balance
			right_side = ITA_king_side
		}
		ITA_bop_low_increase_king_side_effect = yes
	}
}
### Entity: Character
Component: CMR_acr
Source: game
File: common/characters/CMR.txt

Code:
CMR_acr = {
	advisor = {
		slot = air_chief
		idea_token = CMR_acr
		allowed = {
			original_tag = CMR
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_dont_defend_borders_ITA
Constructs: has_war_with, is_historical_focus_on, has_capitulated, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_dont_defend_borders_ITA = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = FRA
		FRA = {
			has_capitulated = no
		}
		is_in_faction_with = ITA
		ITA = {
			has_war_with = FRA
		}
		date = < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = ITA
		value = 500
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L17
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L17 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^17 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L17
		value = 5000
	} {
		type = support
		id = L17
		value = 5000
	} {
		type = diplo_action_desire
		id = L17
		target = lend_lease
		value = 2000
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_anti_imperialist_position
Constructs: prerequisite, add_war_support, completion_reward, has_defensive_war
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_anti_imperialist_position
	icon = GFX_focus_AST_never_gallipoli
	cost = 5
	prerequisite = {
		focus = PER_align_the_army PER_de_militarize_politics
	}
	mutually_exclusive = {
		focus = PER_align_with_britain
	}
	x = 0
	y = 2
	relative_position_id = PER_de_militarize_politics
	ai_will_do = {
		factor = 45
		modifier = {
			factor = 0
			has_defensive_war = yes
		}
	}
	completion_reward = {
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_burn_the_forest
Constructs: shared_focus, prerequisite, add_stability, completion_reward, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_burn_the_forest
	icon = GFX_goal_generic_construction3
	prerequisite = {
		focus = PLY_a_paradise
	}
	relative_position_id = PLY_a_paradise
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_stability = -0.1
		capital_scope = {
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_seize_foreign_industries
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, check_variable, is_core_of, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_seize_foreign_industries
	icon = GFX_focus_DEN_heavy_regulations
	prerequisite = {
		focus = GER_establish_the_reichswerke
	}
	x = -1
	y = 1
	relative_position_id = GER_establish_the_reichswerke
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = GER_industrial_consumer_goods_factor_limit_tt
			check_variable = {
				GER_industrial_consumer_goods_factor = < 0.9
			}
		}
		any_controlled_state = {
			NOT = {
				is_core_of = ROOT
			}
			is_fully_controlled_by = ROOT
			OR = {
				steel = > 24
				aluminium = > 19
				oil = > 14
				tungsten = > 9
				chromium = > 9
			}
		}
	}
	cancel = {
		NOT = {
			any_controlled_state = {
				is_core_of = ROOT
				OR = {
					steel = > 25
					aluminium = > 20
					oil = > 15
					tungsten = > 10
					chromium = > 10
				}
			}
		}
	}
	bypass = {
		OR = {
			has_resources_in_collection = {
				collection = collection:country_and_all_subjects
				resource = steel
				amount = > 799
				extracted = yes
			}
		} {
			has_resources_in_collection = {
				collection = collection:country_and_all_subjects
				resource = aluminium
				amount = > 499
				extracted = yes
			}
		} {
			has_resources_in_collection = {
				collection = collection:country_and_all_subjects
				resource = tungsten
				amount = > 99
				extracted = yes
			}
		} {
			has_resources_in_collection = {
				collection = collection:country_and_all_subjects
				resource = chromium
				amount = > 99
				extracted = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				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
			}
		} {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		every_controlled_state = {
			limit = {
				NOT = {
					is_
# ... (truncated)
### Entity: Event
Component: austria.5006
Constructs: is_triggered_only, add_opinion_modifier, give_guarantee
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.5006
	title = austria.5006.t
	desc = austria.5006.d
	picture = GFX_report_event_SWI_soldier_gathering
	is_triggered_only = yes
	option = {
		name = austria.5006.a
		AI_chance = {
			base = 95
		}
		AUS = {
			add_opinion_modifier = {
				target = ROOT
				modifier = alps_defence_member
			}
			give_guarantee = ROOT
		}
		ROOT = {
			add_opinion_modifier = {
				target = AUS
				modifier = alps_defence_member
			}
			give_guarantee = AUS
		}
	} {
		name = austria.5006.b
		AI_chance = {
			base = 5
		}
		AUS = {
			country_event = {
				id = austria.5007
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_revenge_on_nejd
Constructs: prerequisite, has_war_with, completion_reward, is_ally_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_revenge_on_nejd
	icon = GFX_focus_generic_attack_saudi_arabia
	prerequisite = {
		focus = PAL_pride_of_family
	} {
		focus = PAL_bring_back_into_fold
	}
	x = 1
	y = 2
	relative_position_id = PAL_pride_of_family
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SAU = {
			exists = yes
			NOT = {
				is_ally_with = PAL
				has_war_with = PAL
			}
		}
	}
	completion_reward = {
		PAL = {
			create_wargoal = {
				target = SAU
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_war_emergency
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_war_emergency = {
	name = US war emergency plan
	desc = Plan for the US in case of war happening early
	allowed = {
		original_tag = USA
	}
	enable = {
		is_historical_focus_on = no
		has_war = yes
	}
	abort = {
		has_war = no
	}
	focus_factors = {
		USA_war_department = 100
		USA_selective_training_act = 100
		USA_louisiana_maneuvers = 20
		USA_support_rock_island = 20
		USA_war_plans_division = 50
		USA_two_ocean_navy_act = 25
		USA_limited_intervention = 50
	}
	research = {

	}
	ideas = {

	}
	traits = {
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: AST_R56_inderpendant_asia_movement_idea
Constructs: has_government, removal_cost, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_inderpendant_asia_movement_idea = {
	allowed = {
		always = no
	}
	available = {
		OR = {
			has_government = communism fascism
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -1
		subversive_activites_upkeep = -0.1
	}
}
### Entity: Scripted Effect
Component: GRE_set_appropriate_cosmetic_tag
Constructs: limit, has_government, has_country_flag, set_cosmetic_tag
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_set_appropriate_cosmetic_tag = {
	if = {
		limit = {
			has_country_flag = GRE_byz_unified_flag
		}
		if = {
			limit = {
				has_government = communism
			}
			set_cosmetic_tag = BYZ_UNIFIED_communism
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			set_cosmetic_tag = BYZ_UNIFIED_democratic
		} {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = BYZ_UNIFIED_fascism
		}
		else = {
			set_cosmetic_tag = BYZ_UNIFIED_neutrality
		}
	}
	else_if = {
		limit = {
			has_country_flag = GRE_GREATER_GREECE_flag
		}
		if = {
			limit = {
				has_government = communism
			}
			set_cosmetic_tag = GRE_GREATER_GREECE_communism
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			set_cosmetic_tag = GRE_GREATER_GREECE_democratic
		} {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = GRE_GREATER_GREECE_fascism
		}
		else = {
			set_cosmetic_tag = GRE_GREATER_GREECE_neutrality
		}
	} {
		limit = {
			has_country_flag = GRE_dem_monarchy_flag
		}
		if = {
			limit = {
				has_government = communism
			}
			set_cosmetic_tag = GRE_dem_monarchy_communism
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			set_cosmetic_tag = GRE_dem_monarchy_democratic
		} {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = GRE_dem_monarchy_fascism
		}
		else = {
			set_cosmetic_tag = GRE_dem_monarchy_neutrality
		}
	} {
		limit = {
			has_country_flag = GRE_com_independent_flag
		}
		if = {
			limit = {
				has_government = communism
			}
			set_cosmetic_tag = GRE_com_independent_communism
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			set_cosmetic_tag = GRE_com_independent_democratic
		} {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = GRE_com_independent_fascism
		}
		else = {
			set_cosmetic_tag = GRE_com_independent_neutrality
		}
	} {
		limit = {
			has_country_flag = GRE_mae_flag
		}
		if = {
			limit = {
				has_government = communism
			}
			set_cosmetic_tag = MAE_communism
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			set_cosmetic_tag = MAE_democratic
		} {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = MAE_fascism
		}
		else = {
			set_cosmetic_tag = MAE_neutrality
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_reduce_escalation_2_effect
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_reduce_escalation_2_effect = {
	hidden_effect = {
		INS = {
			subtract_from_variable = {
				var = INS_war_escalation_level
				value = 2
				tooltip = INS_reduce_escalation_2_tt
			}
		}
	} {
		INS = {
			clamp_variable = {
				var = INS_war_escalation_level
				min = 1
			}
		}
	}
	custom_effect_tooltip = INS_reduce_escalation_2_tt
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_peasant_strike
Constructs: prerequisite, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_peasant_strike
	icon = GFX_focus_generic_great_peasant_strike
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 95
			OR = {
				has_government = fascism communism
			}
		}
	}
	bypass = {
		OR = {
			has_government = communism fascism
		}
	}
	x = 6
	y = 1
	cost = 10
	prerequisite = {
		focus = ALG_algeria_liberated
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = ALG_election
	}
	completion_reward = {
		custom_effect_tooltip = algeriacivilwar.1
		country_event = {
			id = algeria.2
		}
	}
}
### Entity: Country History
Country: NGA
Component: NGA_technology
Constructs: set_technology
Source: game
File: history/countries/NGA - Nigeria.txt

Code:
# Starting Technologies for NGA
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: cog_focus
Component: COG_radio_divisional_support
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_radio_divisional_support
	icon = GFX_goal_generic_radio_development_2
	prerequisite = {
		focus = COG_establish_radio_stations
	}
	available = {
		has_tech = radio
	}
	relative_position_id = COG_establish_radio_stations
	x = 1
	y = 1
	cost = 7
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = signal_company_tech_bonus_name
			bonus = 1
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_contain
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_contain
* description: ai strategy value contain against country. Example: GER.ai_strategy_contain@ENG
### Entity: Character
Component: LAT_krisjanis_berkis
Constructs: has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_krisjanis_berkis = {
	name = LAT_krisjanis_berkis
	portraits = {
		army = {
			large = GFX_portrait_LAT_krisjanis_berkis
			small = GFX_idea_LAT_krisjanis_berkis
		}
	}
	advisor = {
		slot = high_command
		idea_token = LAT_krisjanis_berkis
		ledger = army
		allowed = {
			original_tag = LAT
			has_dlc = No Step Back
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer ranger
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_first_joint_institution
Constructs: prerequisite, limit, joint_focus, completion_reward, is_faction_leader, add_to_variable
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_first_joint_institution
	dynamic = yes
	icon = {
		GFX_focus_NORDIC_dem_institution_1 = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_institution_1 = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_institution_1 = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	prerequisite = {
		focus = NORDIC_shared_intelligence
	} {
		focus = NORDIC_economic_union
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_shared_intelligence
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					NORDIC_democratic_alliance_viable = yes
				}
				add_to_variable = {
					NORDIC_democratic_alliance_leader_dmod_research = 0.075
				} {
					NORDIC_democratic_alliance_leader_dmod_training_time = 0.12
				} {
					NORDIC_democratic_alliance_member_dmod_research = 0.05
				} {
					NORDIC_democratic_alliance_member_dmod_training_time = 0.08
				}
			}
			else_if = {
				limit = {
					NORDIC_communist_alliance_viable = yes
				}
				add_to_variable = {
					NORDIC_communist_alliance_leader_dmod_max_eff = 0.15
				} {
					NORDIC_communist_alliance_leader_dmod_max_planning = -0.1
				} {
					NORDIC_communist_alliance_member_dmod_max_eff = 0.1
				} {
					NORDIC_communist_alliance_member_dmod_max_planning = -0.08
				}
			} {
				limit = {
					NORDIC_monarchist_alliance_viable = yes
				}
				add_to_variable = {
					NORDIC_monarchist_alliance_leader_dmod_prod_eff_gain = 0.25
				} {
					NORDIC_monarchist_alliance_leader_dmod_construction = -0.1
				} {
					NORDIC_monarchist_alliance_member_dmod_prod_eff_gain = 0.17
				} {
					NORDIC_monarchist_alliance_member_dmod_construction = -0.07
				}
			}
		}
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = NORDIC_modifies_leader_dmod_TT
		effect_tooltip = {
			if = {
				limit = {
					NORDIC_democratic_alliance_viable = yes
				}
				add_to_variable = {
					var = NORDIC_democratic_alliance_leader_dmod_research
					value = 0.075
					tooltip = research_speed_factor_tt
				} {
					var = NORDIC_democratic_alliance_leader_dmod_training_time
					value
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_enter_exile
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward, is_subject_of
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_enter_exile
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = CZE_infiltrate_collaborationist_organizations
	}
	cost = 2
	relative_position_id = CZE_infiltrate_collaborationist_organizations
	x = 0
	y = 1
	available = {
		is_subject_of = GER
		any_other_country = {
			is_major = yes
			has_war_with = GER
			has_government = democratic
			NOT = {
				has_country_flag = CZE_refused_exile
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					is_faction_leader = yes
					has_war_with = GER
					has_government = democratic
					NOT = {
						has_country_flag = CZE_refused_exile
					}
				}
			}
			random_other_country = {
				limit = {
					is_faction_leader = yes
					has_war_with = GER
					has_government = democratic
					NOT = {
						has_country_flag = CZE_refused_exile
					}
				}
				country_event = MUN_czech.1033
			}
		}
		else = {
			random_other_country = {
				limit = {
					is_major = yes
					has_war_with = GER
					has_government = democratic
					NOT = {
						has_country_flag = CZE_refused_exile
					}
				}
				country_event = MUN_czech.1033
			}
		}
	}
}
### Entity: Idea
Component: SPR_soviet_recovery_aid
Constructs: has_government, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_soviet_recovery_aid = {
	picture = generic_production_bonus
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.002
		communism_drift = 0.05
		industry_repair_factor = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_departamento_de_ordem_politica_e_social
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, create_intelligence_agency
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_departamento_de_ordem_politica_e_social
	icon = GFX_focus_SWI_embrace_rote_drei
	prerequisite = {
		focus = BRA_corporatism BRA_autarky
	}
	x = 0
	y = 1
	relative_position_id = BRA_corporatism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			create_intelligence_agency = {
				name = Departamento de Ordem
				icon = GFX_intelligence_agency_logo_BRA_neutrality
			}
			upgrade_intelligence_agency = upgrade_passive_defense
		}
		ELSE = {
			add_ideas = BRA_departamento_de_political_e_social_no_lar
		}
	}
}
### Entity: Technology
Component: improved_light_cruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		light_cruiser_3
	}
	path = {
		leads_to_tech = advanced_light_cruiser
		research_cost_coeff = 1
	} {
		leads_to_tech = improved_heavy_cruiser
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = naval_folder
		position = {
			x = -1
			y = 13
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = JAP
		}
	}
	categories = {
		naval_artillery naval_equipment ca_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}