Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_forge_asian_self_determination
Constructs: prerequisite, add_war_support, completion_reward, is_subject, add_relation_modifier
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_forge_asian_self_determination
	icon = GFX_goal_generic_multinational_army
	prerequisite = {
		focus = MON_democratic_foundation_of_mongolia
	}
	x = 1
	y = 1
	relative_position_id = MON_democratic_foundation_of_mongolia
	cost = 5
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_war_support = 0.05
		add_relation_modifier = {
			target = KAZ
			modifier = MON_central_asian_self_determination
		} {
			target = UZB
			modifier = MON_central_asian_self_determination
		} {
			target = TMS
			modifier = MON_central_asian_self_determination
		} {
			target = TAJ
			modifier = MON_central_asian_self_determination
		} {
			target = KYR
			modifier = MON_central_asian_self_determination
		} {
			target = SIK
			modifier = MON_central_asian_self_determination
		} {
			target = TAN
			modifier = MON_central_asian_self_determination
		}
		custom_effect_tooltip = MON_unlocks_decisions_to_liberate_central_asian_countries_tt
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: defend_against_jap_if_uf
Constructs: has_war, has_country_flag
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
defend_against_jap_if_uf = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		ROOT = {
			exists = yes
		}
		date = < 1939.1.1
		has_war = no
		has_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
	}
	abort = {
		OR = {
			has_war = yes
			NOT = {
				date = < 1939.1.1
			}
		}
	}
	ai_strategy = {
		type = conquer
		id = JAP
		value = 200
	} {
		type = conquer
		id = MAN
		value = 200
	} {
		type = conquer
		id = MEN
		value = 200
	}
}
### Entity: Idea
Component: SOV_politicized_military_2
Constructs: has_government, has_civil_war, planning_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_politicized_military_2 = {
	picture = chi_army_corruption3
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_civil_war = no
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		max_planning_factor = -0.2
		planning_speed = -0.1
		army_morale_factor = -0.1
		army_org_regain = 0.01
		land_reinforce_rate = 0.05
	}
}
### Entity: Faction
Component: faction_goal_coastal_security
Constructs: limit, has_naval_control, complete_effect, add_faction_initiative, add_faction_power_projection, every_collection_element, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_coastal_security = {
	name = coastal_security_goal_name
	description = coastal_security_goal_desc
	category = short_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = JAP
		}
	}
	completed = {
		has_naval_control = 90 79 77 76 75 73
	}
	complete_effect = {
		add_faction_initiative = 1
		add_faction_power_projection = 500
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					faction_members
				}
				name = ALL_FACTION_MEMBERS
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_coastal_security
					}
				}
				navy_experience = 50
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 4
			date = > 1940.1.1
		}
	}
}
### Entity: Character
Component: GER_chief_of_the_sa
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_chief_of_the_sa = {
	random = no
	sprite = 12
	stability_factor = -0.1
	fascism_drift = 0.02
	war_support_factor = 0.05
	modifier_army_sub_unit_militia_defence_factor = 0.05
	modifier_army_sub_unit_militia_attack_factor = 0.1
	modifier_army_sub_unit_militia_max_org_factor = 0.05
}
### Entity: Idea
Component: YUN_compagnie_francaise_des_chemins_de_fer_de_l_indochine_et_du_yunnan
Constructs: has_war_with, removal_cost, research_bonus
Source: game
File: common/ideas/YUN.txt

Code:
YUN_compagnie_francaise_des_chemins_de_fer_de_l_indochine_et_du_yunnan = {
	picture = generic_train_manufacturer_r56
	allowed = {
		original_tag = YUN
	}
	available = {
		NOT = {
			OR = {
				has_war_with = FRI FRA
			}
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		train_tech = 0.15
	}
	traits = {
		r56_train_manufacturer
	}
}
### Entity: Character
Component: army_chief_defensive_3
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_defensive_3 = {
	sprite = 9
	army_defence_factor = 0.15
	experience_gain_army = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: r56_CAN_if_day
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_if_day = {
	name = r56_CAN_if_day
	picture = r56_CAN_if_day
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Name List
Component: LAT
Source: game
File: common/names/00_names.txt

Code:
LAT = {
	male = {
		names = {
			Aaron Abrams Alberts Aleksandrs Aloisz Andrejs Arkadij Armands Arnolds Atis Brunis Bruno Eduards Eliass Elmars Emils Evgenijs Filips Fricis Gustavs Heinrihs Hermanis Izaks Janis Jazeps Jekabs Johans Juris Karlis Krisjanis Leo Mark Martins Mihails Mikelis Nikolajs Oskars Pauls Peteris Rihards Roberts Romans Sandis Sergejs Valdemars Valerians Valter Vilis Vladimirs Zigfrids
		}
	}
	female = {
		names = {
			Anna Julija Laima Signe Olita Irbe Iveta Inese Marika Vita Zaiga Milda Lelde
		}
	}
	surnames = {
		Abakovskis Apsenieks Balodis Baumanis Berkis Berzin Betins Braons Caks Cakste Caps Celmins Dalins Dambitis Darzins Desslers Eizenteins Goppers Halsmans Irbitis Kalnins Kalpaks Kucis Kovalevskis Krogzems Kronvalds Kuks Kviesis Lacis Leiko Loskis Maters Matisons Meierovics Mihelssons Milenbahs Millers Needra Ozolins Petrovs Plieksans Pumpurs Rothko Simanis Stucka Tumins Ulmanis Veidenbaums
	}
	callsigns = {

	}
}
### Entity: Event
Component: axis_minors_slovakia.5
Constructs: is_triggered_only, limit, add_war_support, add_political_power, add_manpower, is_subject, add_autonomy_ratio
Source: game
File: events/r56_slovakia.txt

Code:
country_event = {
	id = axis_minors_slovakia.5
	title = axis_minors_slovakia.5.t
	desc = axis_minors_slovakia.5.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = axis_minors_slovakia.5.a
		add_political_power = 100
		add_war_support = 0.05
		add_manpower = -142
		army_experience = 10
		air_experience = 3
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_ratio = {
				value = 0.3
				localization = SLO_victory_against_hungary
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.31
Constructs: has_country_flag, fire_only_once, add_political_power, has_dlc, check_variable, add_popularity
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.31
	title = bftb_bulgaria_factions.31.t
	desc = bftb_bulgaria_factions.31.desc
	picture = GFX_report_event_generic_rally2
	trigger = {
		has_dlc = Battle for the Bosporus
		original_tag = BUL
		date = > 1938.1.1
		NOT = {
			has_country_flag = BUL_bzns_destroyed_flag
		} {
			has_country_flag = BUL_bzns_integrated_flag
		}
		OR = {
			check_variable = {
				BUL_bzns_popularity = 30
				compare = less_than_or_equals
			} {
				BUL_bzns_popularity = 70
				compare = greater_than_or_equals
			}
		}
	}
	mean_time_to_happen = {
		days = 365
		modifier = {
			factor = 0.75
			check_variable = {
				BUL_bzns_loyalty = 15
				compare = less_than_or_equals
			}
		}
	}
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_factions.31.a
		BUL_bzns_high_popularity_decrease_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.14
Constructs: is_triggered_only, limit, annex_country
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.14
	title = AST_diplomatic_events.14.t
	desc = AST_diplomatic_events.14.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.14.a
		IF = {
			limit = {
				original_tag = AST
			}
			custom_effect_tooltip = AST_reclaim_the_lost_territory_tt generic_skip_one_line_tt
			hidden_effect = {
				NZL = {
					transfer_units_fraction = {
						target = AST
						size = 1
						stockpile_ratio = 1
						army_ratio = 1
						navy_ratio = 1
						air_ratio = 1
					}
				}
			}
			AST = {
				annex_country = {
					target = NZL
				}
			}
			ELSE = {
				effect_tooltip = {
					custom_effect_tooltip = AST_reclaim_the_lost_territory_tt generic_skip_one_line_tt
					AST = {
						annex_country = {
							target = NZL
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_vtlu_idea_3
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vtlu_idea_3 = {
	picture = man_five_year_plan_tank
	name = CZE_vtlu_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_land_facility_factor = 0.075
		army_armor_defence_factor = 0.075
		tank_manufacturer_cost_factor = -0.2
	}
	research_bonus = {
		armor = 0.06
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_socialist_market_economy
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, cancel_if_invalid, has_character, set_nationality
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_socialist_market_economy
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = PRC_proclaim_the_peoples_republic PRC_remove_chiang_kai_shek
	}
	x = 2
	y = 5
	relative_position_id = PRC_agrarian_socialism
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		OR = {
			NOT = {
				has_completed_focus = PRC_coalition_government
			}
			WTT_is_ROOT_current_leader_of_china = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_character = PRC_deng_xiaoping
				}
			}
			PRC = {
				PRC_deng_xiaoping = {
					set_nationality = ROOT
				}
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRC_deng_xiaoping
		if = {
			limit = {
				has_idea = PRC_the_long_march_1
			}
			remove_ideas = PRC_the_long_march_1
		} {
			limit = {
				has_idea = PRC_the_long_march_2
			}
			remove_ideas = PRC_the_long_march_2
		}
	}
}
### Entity: Unit Template
Component: GRE_CV_HISTORICAL
Source: game
File: common/units/names_ships/GRE_ship_names.txt

Code:
GRE_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		GRE
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = RHS 
	fallback_name = Aeroplanoforo %s
	unique = {
		Ellas Socrates Vasilefs Georgios Vasilissa Olga Hydra Spetsai Psara
	}
}
### Entity: Character
Component: PAR_juan_stefanich
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_juan_stefanich = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = PAR_juan_stefanich
			allowed = {
				original_tag = PAR
			}
			traits = {
				JUNO_nationalizing_foreign_minister
			}
			ai_will_do = {
				factor = 1.0
			}
		} {
			slot = navy_chief
			idea_token = PAR_juan_stefanich
			allowed = {
				original_tag = PAR
			}
			traits = {
				navy_chief_commerce_raiding_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_1
			}
			army = {
				small = GFX_idea_generic_navy_south_america_3
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = PAR_juan_stefanich
			allowed = {
				original_tag = PAR
			}
			traits = {
				navy_chief_commerce_raiding_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_navy_south_america_3
			}
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_civilian_government_faction_is_not_subdued
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_civilian_government_faction_is_not_subdued = {
	custom_trigger_tooltip = {
		tooltip = JAP_civilian_government_faction_is_not_subdued_tt
		NOT = {
			has_idea = JAP_government_faction_tier_1
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_across_the_bank
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_across_the_bank
	icon = GFX_goal_ISR_greater_israel
	prerequisite = {
		focus = PAL_spread_revolution
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		JOR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
	}
	relative_position_id = PAL_spread_revolution
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = JOR
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.7
Constructs: is_triggered_only, ai_chance, has_war_with, set_variable, is_in_faction_with, is_faction_leader, random_hours, is_in_faction
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.7
	title = BBA_ethiopia_imperial_events.7.t
	desc = BBA_ethiopia_imperial_events.7.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	immediate = {
		set_variable = {
			inverse_opinion = ROOT.opinion@FROM
		}
		multiply_variable = {
			inverse_opinion = -1
		}
	}
	option = {
		name = BBA_ethiopia_imperial_events.7.a
		ai_chance = {
			base = 100
			modifier = {
				add = ROOT.opinion@FROM
				always = yes
			} {
				factor = 1.5
				is_in_faction_with = FROM
			} {
				factor = 0
				OR = {
					has_war_with = FROM
					is_faction_leader = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.8
				hours = 4
				random_hours = 8
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
	} {
		name = BBA_ethiopia_imperial_events.7.b
		ai_chance = {
			base = 100
			modifier = {
				add = inverse_opinion
				always = yes
			} {
				factor = 1.5
				NOT = {
					is_in_faction_with = FROM
				}
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.9
				hours = 4
				random_hours = 8
			}
		}
		clear_variable = inverse_opinion
	}
}
### Entity: Order of Battle
Component: Cavalaria da Frente Única de Maracaju
Constructs: division_template
Source: game
File: history/units/BRA_cohen.txt

Code:
division = {
	name = Cavalaria da Frente Única de Maracaju
	location = 10513
	division_template = Divisão de Cavalaria 3
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: Event
Component: PER_ssb_events.8
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.8
	title = PER_ssb_events.8.t
	desc = PER_ssb_events.8.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.8.a
	}
}
### Entity: Character
Component: PHI_revolutionary_president
Constructs: stability_factor, war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_revolutionary_president = {
	random = no
	sprite = 13
	conscription_factor = 0.1
	political_power_factor = 0.05
	stability_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Event
Component: CHI_warlords.31
Constructs: is_triggered_only, has_completed_focus, set_country_flag, unlock_decision_tooltip
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.31
	title = CHI_warlords.31.t
	desc = CHI_warlords.31.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = CHI_warlords.31.a
		trigger = {
			MAN = {
				NOT = {
					has_completed_focus = MAN_reclaim_the_empire_2
				}
			}
			KHM = {
				NOT = {
					has_completed_focus = CHI_a_national_chinese_empire
				} {
					has_completed_focus = CHI_the_great_restoration
				} {
					has_completed_focus = CHI_a_new_federalist_national_government
				} {
					has_completed_focus = CHI_the_national_unity_government
				} {
					has_completed_focus = CHI_a_new_peoples_republic
				}
			}
		}
		set_country_flag = CHI_overrun_colab
		unlock_decision_tooltip = CHI_manchu_colab CHI_tunganistan_colab
	} {
		name = CHI_warlords.31.b
		set_country_flag = CHI_overrun_genocide
		unlock_decision_tooltip = CHI_sinofy_land
	}
}
### Entity: Character
Component: DAR_saif_al_dain
Source: game
File: common/characters/DAR.txt

Code:
DAR_saif_al_dain = {
	name = DAR_saif_al_dain
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_7
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1966.1.1
		id = -1
	}
}
### Entity: Idea
Component: den_danish_advisors
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_danish_advisors = {
	removal_cost = -1
	picture = CZE_planning_bonus
	modifier = {
		training_time_factor = -0.2
		max_dig_in_factor = 0.15
		army_core_defence_factor = 0.1
	}
}
### Entity: Order of Battle
Component: Albahriat Almalakiat Almisria
Source: game
File: history/units/EGY_1936_naval_mtg.txt

Code:
fleet = {
	name = Albahriat Almalakiat Almisria
	naval_base = 4076
	task_force = {
		name = Al'ustul Alrayiysiu
		location = 4076
		ship = {
			name = ARS El Amir Farouq
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = EGY
					version_name = Farouq Class
				}
			}
		} {
			name = ERN Matrouh
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Matrouh Class
				}
			}
		} {
			name = ERN Nasr
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Matrouh Class
				}
			}
		} {
			name = ERN Sollum
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Matrouh Class
				}
			}
		} {
			name = ERN Gaza
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Arish
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Malek Fuad
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Darfur
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Naharia
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Kaisaria
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Rafah
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Tor
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
					version_name = Arish Class
				}
			}
		} {
			name = ERN Kordofan
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = EGY
			
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_140
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_140 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 140
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 140
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_air_1
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_air_1
	icon = GFX_goal_generic_air_fighter
	ai_will_do = {
		factor = 2
	}
	x = 34
	y = 1
	prerequisite = {
		focus = MAL_the_air MAL_the_island MAL_the_straits
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 100
				producer = ENG
			} {
				type = small_plane_cas_airframe_0
				producer = ENG
				amount = 50
			}
			create_equipment_variant = {
				name = Gloster Gladiator
				type = small_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_early_fighter_medium
			} {
				name = Fairey Gordon
				type = small_plane_cas_airframe_1
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_light_plane_6_medium
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 100
				producer = ENG
			} {
				type = CAS_equipment_1
				amount = 50
				producer = ENG
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_vichy_out_of_africa
Constructs: prerequisite, completion_reward, is_controlled_by, is_on_continent
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_vichy_out_of_africa
	icon = GFX_focus_generic_africa_liberation
	prerequisite = {
		focus = AST_british_pact
	}
	relative_position_id = AST_british_pact
	x = 1
	y = 1
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = vichy_exist_trigger
			country_exists = VIC
		} {
			tooltip = vichy_in_africa_trigger
			any_state = {
				is_controlled_by = VIC
				is_on_continent = africa
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			country_event = {
				id = AST_diplomatic_events.53
				days = 3
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			AST_vichy_out_of_africa_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SWI_radical_democrat
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_radical_democrat = {
	random = no
	sprite = 13
	democratic_drift = 0.07
	production_speed_industrial_complex_factor = 0.1
}