Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_japan_popup_events.38
Constructs: is_triggered_only, ai_chance, limit, has_government, every_country, random_owned_controlled_state, is_core_of, set_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.38
	title = SEA_japan_popup_events.38.t
	desc = SEA_japan_popup_events.38.desc
	picture = GFX_report_event_generic_communist_militia
	is_triggered_only = yes
	option = {
		name = SEA_japan_popup_events.38.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		}
		start_civil_war = {
			ideology = ROOT
			ruling_party = communism
			size = 0.5
			capital = var:ROOT.temp_capital
		}
		every_country = {
			limit = {
				original_tag = ROOT
				has_government = communism
			}
			set_country_flag = JAP_spurred_communist_cw_flag
		}
	} {
		name = SEA_japan_popup_events.38.b
		ai_chance = {
			base = 2
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		}
		start_civil_war = {
			ideology = communism
			ruling_party = ROOT
			size = 0.5
			capital = var:ROOT.temp_capital
		}
		every_country = {
			limit = {
				original_tag = ROOT
				has_government = communism
			}
			set_country_flag = JAP_spurred_communist_cw_flag
		}
	}
}
### Entity: Scripted Effect
Component: SP_create_variant_based_on_country_armored_engineer
Constructs: limit, create_equipment_variant
Source: game
File: common/scripted_effects/SP_scripted_effects.txt

Code:
SP_create_variant_based_on_country_armored_engineer = {
	if = {
		limit = {
			original_tag = GER
		}
		create_equipment_variant = {
			name = Brückenleger I
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 2
				tank_engine_upgrade = 0
				tank_armor_upgrade = 1
				tank_gun_upgrade = 1
			}
			icon = GFX_GER_armored_support_vehicle_crossing_medium
			model = GER_armored_engineer_entity
		}
	}
	else_if = {
		limit = {
			original_tag = ITA
		}
		create_equipment_variant = {
			name = L3 Passerella
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 2
				tank_engine_upgrade = 1
				tank_armor_upgrade = 0
				tank_gun_upgrade = 1
			}
			icon = GFX_ITA_armored_support_vehicle_crossing_medium
			model = ITA_armored_engineer_entity
		}
	} {
		limit = {
			original_tag = SOV
		}
		create_equipment_variant = {
			name = IT-28
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 1
				tank_engine_upgrade = 0
				tank_armor_upgrade = 2
				tank_gun_upgrade = 1
			}
			icon = GFX_SOV_armored_support_vehicle_crossing_medium
			model = SOV_armored_engineer_entity
		}
	} {
		limit = {
			original_tag = ENG
		}
		create_equipment_variant = {
			name = Churchill AVRE Bridgelayer
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 0
				tank_engine_upgrade = 0
				tank_armor_upgrade = 2
				tank_gun_upgrade = 2
			}
			icon = GFX_ENG_armored_support_vehicle_crossing_medium
			model = ENG_armored_engineer_entity
		}
	}
	else = {
		create_equipment_variant = {
			name = Bridge Layer Vehicle
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 1
				tank_engine_upgrade = 1
				tank_armor_upgrade = 1
				tank_gun_upgrade = 1
			}
			icon = GFX_armored_support_vehicle_crossing_medium
			model = armored_engineer_entity
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Military_Build
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Military_Build
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = VNZ_neutrality_focus VNZ_interventionism_focus
	}
	mutually_exclusive = {
		focus = VNZ_Anti_Invasion
	}
	text = GEN_Military_Build
	x = -1
	y = 1
	relative_position_id = VNZ_neutrality_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Military_Build_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: south_american_news.4
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.4
	title = south_american_news.4.t
	desc = south_american_news.4.d
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.4.a
		trigger = {
			NOT = {
				TAG = URG
			}
		}
	} {
		name = south_american_news.4.b
		trigger = {
			TAG = URG
		}
	}
}
### Entity: Idea
Component: AUS_nuclear_effort
Source: game
File: common/ideas/austria.txt

Code:
AUS_nuclear_effort = {
	picture = generic_research_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_speed_nuclear_facility_factor = 0.1
		sp_tag_nuclear_warfare_speed_factor = 0.1
	}
}
### Entity: Character
Component: navy_naval_air_defense_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_naval_air_defense_1 = {
	sprite = 3
	navy_anti_air_attack_factor = 0.08
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Trigger Reference
Construct: area
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## area

* Supported Scopes: STATE
* Supported Targets: none

```
check state's strategic area id
```
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_army_modernization
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_army_modernization
	icon = GFX_goal_manpower
	prerequisite = {
		focus = ABC_army_reform
	}
	x = 3
	y = 2
	relative_position_id = ABC_establish_a_general_staff
	cost = 5
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_paratrooper_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_paratrooper_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_khana_ratsadon
Constructs: add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_khana_ratsadon
	icon = GFX_focus_SIA_khana_ratsadon
	x = 20
	y = 0
	cost = 1
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 35
		add_ideas = idea_SIA_military_neutral idea_SIA_civilian_neutral
		custom_effect_tooltip = SIA_the_khana_ratsadon_tt
	}
}
### Entity: Idea
Component: r56_til_the_bitter_end_idea
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
r56_til_the_bitter_end_idea = {
	allowed = {
		original_tag = SOV
		always = no
	}
	available = {
		has_war = yes
		original_tag = SOV
	}
	allowed_civil_war = {
		tag = SOV
	}
	removal_cost = -1
	picture = SPR_political_violence
	modifier = {
		surrender_limit = 0.005
		out_of_supply_factor = -0.25
		org_loss_at_low_org_factor = -0.25
		pocket_penalty = -0.25
		supply_combat_penalties_on_core_factor = -0.25
		resistance_damage_to_garrison_on_our_occupied_states = 0.25
	}
}
### Entity: Character
Component: KHM_muhammad_amin_bughra
Constructs: has_government, has_country_flag
Source: game
File: common/characters/Warlords_China.txt

Code:
KHM_muhammad_amin_bughra = {
	name = KHM_muhammad_amin_bughra
	portraits = {
		civilian = {
			small = GFX_portrait_KHM_muhammad_amin_bughra_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = KHM_muhammad_amin_bughra
		allowed = {
			original_tag = KHM
		}
		visible = {

		}
		available = {
			NOT = {
				has_government = communism
			}
			has_country_flag = KHM_established_the_kashgar_clique_flag
		}
		traits = {
			KHM_jadidist_emir
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_SND
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SND = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SND
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Character
Component: SWE_christian_gunter
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_christian_gunter = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = political_advisor
			cost = 75
			idea_token = SWE_christian_gunter
			allowed = {
				original_tag = SWE
			}
			traits = {
				SWE_foreign_minister
			}
			ai_will_do = {
				factor = 0.5
			}
		}
		name = SWE_christian_gunter
		portraits = {
			civilian = {
				small = GFX_portrait_SWE_christian_gunther_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = political_advisor
			cost = 75
			idea_token = SWE_christian_gunter
			allowed = {
				original_tag = SWE
			}
			traits = {
				SWE_foreign_minister_no_bba
			}
			ai_will_do = {
				factor = 0.5
			}
		}
		name = SWE_christian_gunter
		portraits = {
			civilian = {
				small = GFX_portrait_SWE_christian_gunther_small
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_DIV_LIMIT_infantry_division_limit
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_limits_strategies.txt

Code:
EAI_PROD_DIV_LIMIT_infantry_division_limit = {
	enable = {
		has_country_flag = EAI_infantry_division_limit
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -300
	} {
		type = build_army
		id = infantry
		value = -1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_split_uo_zaibatsu_monopolies
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_split_uo_zaibatsu_monopolies
	icon = GFX_focus_JAP_oppose_zaibatsus
	mutually_exclusive = {
		focus = JAP_democratic_work_with_the_zaibatsus JAP_democratic_nationalize_zaibatsus
	}
	x = -1
	y = 1
	relative_position_id = JAP_offshore_coal
	prerequisite = {
		focus = JAP_offshore_coal JAP_democratic_research_slot
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_civilian_government_faction_is_at_least_influential = yes
		JAP_zaibatsu_faction_is_at_most_meddling = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				532 531
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			JAP_industry_production_speed_arms_factory_factor = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		}
		JAP_small_zaibatsu_faction_loss = yes
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_muslim_youth
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_form_muslim_youth
	icon = GFX_goal_PAL_free_arab_legion
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 8
	prerequisite = {
		focus = AFG_persecute_hazaras
	}
	relative_position_id = AFG_persecute_hazaras
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = AFG_muslim_youth
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_attract_poles_to_gdynia
Constructs: prerequisite, limit, owns_state, completion_reward, is_coastal, is_controlled_by, add_manpower, random_owned_controlled_state
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_attract_poles_to_gdynia
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = POL_develop_polish_ship_building
	}
	x = -1
	y = 1
	relative_position_id = POL_develop_polish_ship_building
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_coastal = yes
			NOT = {
				state = 85
			}
			is_controlled_by = ROOT
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				owns_state = 85
			}
			85 = {
				add_manpower = -15000
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
				}
				prioritize = {
					807
				}
				add_manpower = 15000
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				807
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_victory_points = {
			province = 9263
			value = 5
		}
	}
}
### Entity: Character
Component: JAM_ai2
Source: game
File: common/characters/JAM.txt

Code:
JAM_ai2 = {
	advisor = {
		slot = high_command
		idea_token = JAM_ai2
		ledger = army
		allowed = {
			original_tag = JAM
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Idea
Component: american_influence_drift_communism
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/usa.txt

Code:
american_influence_drift_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Event
Component: BBA_switzerland_trade.15
Constructs: is_triggered_only, ai_chance, add_popularity
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.15
	title = BBA_switzerland_trade.15.t
	desc = BBA_switzerland_trade.15.desc
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.15.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_purge_the_militarists
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_purge_the_militarists
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = JAP_research_spending JAP_ally_with_the_zaibatsus
	}
	x = 0
	y = 1
	relative_position_id = JAP_research_spending
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = JAP_militarism
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		MAN = {
			add_ideas = MAN_militarism
		}
		JAP_big_army_faction_loss = yes
	}
}
### Entity: Military Industrial Organization
Component: BEL_avions_fairey
Constructs: limit, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_avions_fairey = {
	name = avions_fairey
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		OR = {
			original_tag = BEL COG
		}
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = BEL
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = BEL
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_signal_companies
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_signal_companies
	text = ABC_signal_companies
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = TAN_establish_a_armor_corp TAN_mechanization_effort TAN_uphold_the_cavalry_primacy
	}
	x = 1
	y = 1
	relative_position_id = TAN_establish_a_armor_corp
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio motorised_infantry
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Balance of Power
Component: PRC_communist_power_struggle
Constructs: research_speed_factor, army_defence_factor, stability_factor, limit, political_power_gain, industrial_capacity_factory, set_power_balance_gfx, has_idea
Source: game
File: common/bop/PRC.txt

Code:
PRC_communist_power_struggle = {
	initial_value = -0.0
	left_side = PRC_bop_left_side
	right_side = PRC_bop_right_side
	decision_category = PRC_the_communist_power_struggle_balance_of_power_category
	side = {
		id = PRC_bop_left_side
		icon = GFX_PRC_bop_left_side
		range = {
			id = PRC_total_mao_support_range
			min = -1
			max = -0.9
			modifier = {
				political_power_factor = 0.15
				command_power_gain = 0.2
				max_command_power = 20
				pocket_penalty = -0.15
				equipment_capture_factor = 0.1
				army_defence_factor = 0.075
			}
			on_activate = {
				set_power_balance_gfx = {
					id = PRC_communist_power_struggle
					side = PRC_bop_left_side
					gfx = GFX_PRC_bop_left_side_max
				}
				if = {
					limit = {
						has_idea = PRC_mediating_general_secretary_idea
					}
					swap_ideas = {
						remove_idea = PRC_mediating_general_secretary_idea
						add_idea = PRC_mediating_general_secretary_idea_drifting_right
					}
				}
			}
			on_deactivate = {
				set_power_balance_gfx = {
					id = PRC_communist_power_struggle
					side = PRC_bop_left_side
					gfx = GFX_PRC_bop_left_side
				}
			}
		} {
			id = PRC_strong_mao_support_range
			min = -0.9
			max = -0.7
			modifier = {
				political_power_factor = 0.1
				command_power_gain = 0.1
				max_command_power = 15
				pocket_penalty = -0.1
				equipment_capture_factor = 0.05
				army_defence_factor = 0.05
			}
			on_activate = {
				if = {
					limit = {
						has_idea = PRC_mediating_general_secretary_idea
					}
					swap_ideas = {
						remove_idea = PRC_mediating_general_secretary_idea
						add_idea = PRC_mediating_general_secretary_idea_drifting_right
					}
				}
			}
			on_deactivate = {

			}
		} {
			id = PRC_noteable_mao_support_range
			min = -0.7
			max = -0.4
			modifier = {
				political_power_factor = 0.1
				command_power_gain = 0.05
				max_command_power = 10
				pocket_penalty = -0.05
				equipment_capture_factor = 0.025
				army_defence_factor = 0.025
			}
			on_activate = {
				if = {
					limit = {
						has_idea = PRC_mediating_general_secretary_idea
					}
					swap_ideas = {
						remove_idea = PRC_mediating_general_secretary_idea
						add_idea = PRC_mediating_general_secretary_idea_drifting_right
					}
				}
			}
			on_deactivate = {

			}
		} {
			id = PRC_slight_mao_support_range
			min = -0.4
			max = -0.15
			modifier = {
				command_power_gain = 0.05
				political_
# ... (truncated)
### Entity: Idea
Component: NOR_XU_ns
Constructs: has_war
Source: game
File: common/ideas/norway.txt

Code:
NOR_XU_ns = {
	picture = generic_spy_intel
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		has_war = no
	}
	modifier = {
		army_intel_factor = 0.15
		civilian_intel_factor = 0.3
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_abolish_the_monarchy
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, is_subject, cancel_if_invalid, set_politics, add_popularity
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_abolish_the_monarchy
	icon = GFX_goal_tfv_burn_the_royal_portraits
	prerequisite = {
		focus = YUG_form_peasant_councils
	} {
		focus = YUG_mutual_economic_aid
	}
	x = 0
	y = 2
	relative_position_id = YUG_recognize_the_soviet_union
	cost = 10
	ai_will_do = {
		factor = 150
	}
	available = {
		communism = > 0.4
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = -0.2
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = YUG_idea_peasant_councils
				add_idea = YUG_idea_empowered_peasant_councils
			}
		}
		hidden_effect = {
			remove_ideas = {
				YUG_idea_peasant_councils
			}
			add_ideas = {
				YUG_idea_empowered_peasant_councils
			}
		}
	}
}
### Entity: State History
Component: 384
Constructs: add_core_of
Source: game
File: history/states/384-Nebraska.txt

Code:
state = {
	id = 384
	name = STATE_384
	manpower = 1377962
	state_category = large_town
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = USA
		victory_points = {
			12586 1
		}
	}
	provinces = {
		1683 3613 3708 3855 4749 4760 4830 7840 7852 10606 10676 12516 12586
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pol_focus
Component: POL_konfederacja_narodu
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_konfederacja_narodu
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = POL_divide_lit POL_seek_german_alignment POL_support_global_falangism
	}
	mutually_exclusive = {
		focus = POL_german_training
	}
	allow_branch = {
		has_dlc = No Step Back
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_complete_april_constitution POL_organize_the_peasants_strike POL_restore_the_sejm
				}
			}
		}
	}
	x = 89
	y = 7
	cost = 10
	offset = {
		x = 2
		y = 0
		trigger = {
			has_country_flag = romanov_enabled
		}
	} {
		x = -24
		y = 0
		trigger = {
			has_completed_focus = POL_assemble_the_regency_council
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -48
		y = 0
		trigger = {
			has_completed_focus = POL_nationalist_constitution
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	available = {

	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = POL_konfederacja_narodu
	}
}
### Entity: Technology
Component: preserve
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	category_all_infantry = {
		casualty_trickleback = 0.002
		experience_loss_factor = -0.01
	}
	research_cost = 0
	ai_will_do = {
		factor = 0
	}
}