Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: NOR_callous_engineer
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_callous_engineer = {
	random = no
	sprite = 14
	research_speed_factor = 0.05
	consumer_goods_factor = -0.1
}
### Entity: Event
Component: israel.4
Constructs: is_triggered_only, add_ideas, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.4
	title = israel.4.t
	desc = israel.4.d
	is_triggered_only = yes
	picture = GFX_report_event_MPL_aliyah
	option = {
		name = israel.4.a
		add_political_power = 50
		custom_effect_tooltip = MPL_warning_aliyah
		swap_ideas = {
			remove_idea = ISR_diaspora_volunteers
			add_idea = ISR_aliyah
		}
		add_ideas = r56i_laws_social_diversity
	}
}
### Entity: Event
Component: r56.news_event.1116
Constructs: is_triggered_only, has_war_with, is_subject_of, is_in_faction_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1116
	title = r56.news_event.1116.t
	desc = r56.news_event.1116.d
	picture = GFX_news_event_EGY_crisis_in_suez
	is_triggered_only = yes
	option = {
		name = r56.news_event.1116.a
		trigger = {
			tag = EGY
		}
	} {
		name = r56.news_event.1116.b
		trigger = {
			OR = {
				original_tag = SYR LEB PAL JOR IRQ SAU YEM OMA LIB TUN ALG MOR QAT UAE
			}
			NOT = {
				has_war_with = EGY
			}
		}
	} {
		name = r56.news_event.1116.c
		trigger = {
			OR = {
				original_tag = ENG FRA
				AND = {
					original_tag = ISR
					NOT = {
						is_subject_of = EGY
						is_in_faction_with = EGY
					}
				}
			}
		}
	} {
		name = r56.news_event.1116.e
		trigger = {
			NOT = {
				original_tag = SYR LEB PAL JOR IRQ SAU YEM OMA LIB TUN ALG MOR QAT UAE ENG ISR FRA
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_heavy_cruiser_effort
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_heavy_cruiser_effort
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = CAN_destroyer_effort
	}
	x = 1
	y = 2
	relative_position_id = CAN_halifax_shipyards
	mutually_exclusive = {
		focus = CAN_light_cruiser_effort
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_heavy_cruiser_effort
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = ca_tech
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = CAN_heavy_cruiser_effort
				bonus = 0.5
				uses = 1
				category = cat_ship_heavy_battery
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_medium_aircraft_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_medium_aircraft_organization = {
	include = generic_medium_aircraft_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_bank_of_siam
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, random_core_state, is_controlled_by
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_bank_of_siam
	icon = GFX_focus_spa_the_spanish_miracle
	x = -1
	y = 2
	relative_position_id = SIA_asian_financial_compact
	prerequisite = {
		focus = SIA_asian_financial_compact SIA_revision_of_unequal_treaties
	}
	mutually_exclusive = {
		focus = SIA_thai_rice_company
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_thai_rice_company
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = idea_SIA_bank_of_siam
		random_core_state = {
			limit = {
				is_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
			}
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Character
Component: naw_leader_of_the_highlanders
Constructs: army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_leader_of_the_highlanders = {
	random = no
	conscription = 0.04
	army_attack_factor = 0.1
}
### Entity: Modifier Reference
Component: CHI_shanghai_international_settlement
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_shanghai_international_settlement = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_CHI_shanghai_international_settlement
	amphibious_invasion_defence = -0.35
	local_manpower = -0.15
}
### Entity: Event
Component: r56_on_action_event.2
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_political_power, is_on_continent, has_country_leader_with_trait
Source: game
File: events/r56_on_actions_events.txt

Code:
country_event = {
	id = r56_on_action_event.2
	title = r56_on_action_event.2.t
	desc = r56_on_action_event.2.d
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 30
			modifier = {
				add = 100
				has_government = USA
			} {
				factor = 0
				USA = {
					has_government = communism
				}
				OR = {
					has_government = neutrality fascism
				}
				capital_scope = {
					OR = {
						is_on_continent = north_america south_america
					}
				}
			} {
				factor = 0.25
				USA = {
					has_government = fascism
				}
				capital_scope = {
					OR = {
						is_on_continent = north_america south_america
					}
				}
			}
		}
		name = r56_on_action_event.2.a
		add_political_power = -5
		if = {
			limit = {
				has_country_leader_with_trait = likes_usa
			}
			remove_country_leader_trait = likes_usa
		}
	} {
		ai_chance = {
			base = 10
		}
		name = r56_on_action_event.2.b
		add_political_power = 5
		add_stability = -0.01
	}
}
### Entity: National Focus
Component: greenland_focus
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/greenland.txt

Code:
focus_tree = {
	id = greenland_focus
	country = {
		factor = 0
		modifier = {
			add = 15
			tag = GRN
		}
	}
	default = no
	continuous_focus_position = {
		x = 150
		y = 1500
	}
	shared_focus = ARCTIC_sharpshooting_tradition GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom GEN_State_Matter
	focus = {
		id = GRN_develop_greenland
		icon = GFX_focus_DEN_develop_greenland
		text = DEN_develop_greenland
		x = 22
		y = 4
		cost = 5
		available = {
			101 = {
				is_fully_controlled_by = ROOT
			}
			num_of_factories = > 3
		}
		bypass = {
			any_other_country = {
				has_completed_focus = DEN_develop_greenland
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			if = {
				limit = {
					101 = {
						is_fully_controlled_by = ROOT
					}
				}
				101 = {
					add_extra_state_shared_building_slots = 2
				}
			}
		}
	} {
		id = GRN_encourage_fishing
		text = NOR_encourage_fishing
		icon = GFX_goal_NOR_fish
		prerequisite = {
			focus = GRN_develop_greenland
		}
		relative_position_id = GRN_develop_greenland
		x = -3
		y = 1
		cost = 5
		ai_will_do = {
			base = 10
		}
		available = {
			101 = {
				is_controlled_by = ROOT
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					101
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			add_ideas = NOR_fishing
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = GRN_expand_the_ivittuut_mine
		icon = GFX_focus_DEN_expand_ivittuut_mine
		text = DEN_expand_the_ivittuut_mine
		prerequisite = {
			focus = GRN_develop_greenland
		}
		relative_position_id = GRN_develop_greenland
		x = -1
		y = 1
		cost = 10
		available = {
			101 = {
				is_fully_controlled_by = ROOT
			}
			OR = {
				has_tech = excavation1 excavation2 excavation3
			}
		}
		bypass = {
			any_other_country = {
				has_completed_focus = DEN_expand_the_ivittuut_mine
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			if = {
				limit = {
					101 = {
						is_fully_controlled_by = ROOT
					}
				}
				101 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					add_resource =
# ... (truncated)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_purchase_belize
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_owned_by, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_purchase_belize
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = MEX_focus_community_of_nations
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_community_of_nations
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
		311 = {
			is_owned_by = ENG
		}
	}
	bypass = {
		NOT = {
			311 = {
				is_owned_by = ENG
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = mexico.12
				days = 1
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Invite_Mining_Companies
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Invite_Mining_Companies
	icon = GFX_goal_generic_mining_iron
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = RAJ_Commercial_Port_Expansion
	}
	y = 2
	relative_position_id = RAJ_Commercial_Port_Expansion
	completion_reward = {
		add_tech_bonus = {
			name = Mining Company Expertise
			uses = 1
			bonus = 1
			category = excavation_tech
		}
		add_ideas = RAJ_Foreign_Mining_Companies
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_remembering_the_anatolian_catastrophe
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_remembering_the_anatolian_catastrophe
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = GRE_compromise_with_the_monarchists
	}
	x = -2
	y = 1
	relative_position_id = GRE_compromise_with_the_monarchists
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = GRE_martyrs_of_the_anatolian_catastrophe
		custom_effect_tooltip = GRE_old_memories_stir_new_threats_tt
		hidden_effect = {
			country_event = {
				id = bftb_greece.3
				days = 7
			} {
				id = bftb_greece.90
				days = 28
			}
		}
	}
}
### Entity: Event
Component: MAN_56_event.17
Constructs: is_triggered_only, add_war_support, add_political_power, white_peace
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.17
	title = MAN_56_event.17.t
	desc = MAN_56_event.17.desc
	picture = GFX_report_event_manchukuo_army
	is_triggered_only = yes
	option = {
		name = MAN_56_event.17.a
		add_war_support = -0.05
		add_political_power = -200
	} {
		name = MAN_56_event.17.b
		white_peace = MAN
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_aa_guns_expertise
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_aa_guns_expertise
	icon = GFX_goal_airplane_hunt
	prerequisite = {
		focus = BEL_van_overstraeten_aa_guns
	}
	relative_position_id = BEL_van_overstraeten_aa_guns
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = antiair_tech_bonus_name
			bonus = 1
			uses = 1
			category = cat_anti_air
		}
		add_ideas = BEL_aa_expertise
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_demand_the_czech_corridor
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_demand_the_czech_corridor
	icon = GFX_focus_CZE_demand_the_czech_corridor
	cost = 5
	prerequisite = {
		focus = CZE_ally_yugoslavia
	}
	mutually_exclusive = {
		focus = CZE_ally_austria
	}
	relative_position_id = CZE_ally_yugoslavia
	x = 0
	y = 1
	available = {
		is_subject = no
		is_ally_with = YUG
		975 = {
			owner = {
				is_subject = no
				NOT = {
					is_ally_with = ROOT
				}
			}
		}
	}
	bypass = {
		OR = {
			owns_state = 975
			155 = {
				owner = {
					is_ally_with = ROOT
				}
			}
			975 = {
				owner = {
					OR = {
						is_ally_with = ROOT
						is_subject = yes
						has_war_with = ROOT
					}
				}
			}
		}
	}
	completion_reward = {
		975 = {
			owner = {
				country_event = MUN_czech.1056
			}
		}
	}
}
### Entity: Character
Component: HUN_sandor_garbai
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_sandor_garbai = {
	name = HUN_sandor_garbai
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_sandor_garbai_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_sandor_garbai
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_continue_the_regency wuw_HUN_end_the_regency
				}
			}
		}
		available = {
			has_government = communism
		}
		traits = {
			socialist_economist
		}
		ai_will_do = {
			base = 3
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_supervise_large_enterprises
Constructs: prerequisite, add_ideas, completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_supervise_large_enterprises
	icon = GFX_goal_power_plant
	prerequisite = {
		focus = NIC_begin_a_political_crackdown
	}
	x = 3
	y = 2
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = NIC_industrial_control
		317 = {
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Construct: operative_slot
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## operative_slot

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: AI Strategy
Component: EAI_JAP_china_INVASION_invasion_focus
Constructs: limit, has_war_with, is_major, has_global_flag, add_to_temp_variable, check_variable, is_in_array
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_INVASION_invasion_focus = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = CHI
		NOT = {
			any_enemy_country = {
				NOT = {
					tag = CHI
				}
				is_major = yes
			}
		} {
			has_global_flag = EAI_JAP_blitz_pacific_1000d
		}
		all_of_scopes = {
			array = global.EAI_MAP_china_coastal_theatre
			if = {
				limit = {
					CONTROLLER = {
						has_war_with = ROOT
					}
				}
				add_to_temp_variable = {
					tmp1 = 1
				}
			}
			add_to_temp_variable = {
				tmp2 = 1
			}
		}
		divide_temp_variable = {
			tmp1 = tmp2
		}
		check_variable = {
			tmp1 = > 0.05
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = EAI_china_coast
		value = 2000
	} {
		type = invade
		id = CHI
		value = 3000
	} {
		type = invade
		id = SND
		value = 3000
	} {
		type = naval_invasion_dominance_weight
		value = 1000
	} {
		type = naval_invasion_focus
		value = 1000
	} {
		type = invasion_unit_request
		value = 50
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_china_coastal_theatre = THIS.id
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_RESEARCH_land_doctrine_switch_fix
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, check_variable, has_doctrine, set_grand_doctrine, clr_country_flag
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_land_doctrine_switch_fix = {
	if = {
		limit = {
			has_country_flag = EAI_fix_land_doctrine_switch
			NOT = {
				EAI_land_doctrine_progress_limit = yes
			}
		}
		set_temp_variable = {
			_xp_cost = 100
		} {
			xp_cost_reduction_modifier = modifier@land_doctrine_cost_factor
		}
		add_to_temp_variable = {
			xp_cost_reduction_modifier = 1
		}
		multiply_temp_variable = {
			_xp_cost = xp_cost_reduction_modifier
		}
		if = {
			limit = {
				set_temp_variable = {
					_check_xp = _xp_cost
				}
				EAI_XP_has_army_check_xp = yes
			}
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/land/land_doctrine = global.EAI_MW_DOCTRINE
					}
					NOT = {
						has_doctrine = new_mobile_warfare
					}
				}
				set_grand_doctrine = new_mobile_warfare
				EAI_XP_pay_army_xp_cost = yes
			} {
				limit = {
					has_country_flag = EAI_research_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESEARCH: fixed land doctrine switch
			}
			else_if = {
				limit = {
					check_variable = {
						EAI_FOCUS/land/land_doctrine = global.EAI_SF_DOCTRINE
					}
					NOT = {
						has_doctrine = superior_firepower
					}
				}
				set_grand_doctrine = superior_firepower
				EAI_XP_pay_army_xp_cost = yes
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/land/land_doctrine = global.EAI_GB_DOCTRINE
					}
					NOT = {
						has_doctrine = grand_battleplan
					}
				}
				set_grand_doctrine = grand_battleplan
				EAI_XP_pay_army_xp_cost = yes
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/land/land_doctrine = global.EAI_MA_DOCTRINE
					}
					NOT = {
						has_doctrine = mass_assault
					}
				}
				set_grand_doctrine = mass_assault
				EAI_XP_pay_army_xp_cost = yes
			}
			clr_country_flag = EAI_fix_land_doctrine_switch
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AEngineer_cropped.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Engineer_cropped.png &#8206;(48 × 21 pixels, file size: 16 KB, MIME type: image/png)
### Entity: National Focus
Tree: saf_focus
Component: SAF_perfect_the_cab_rank_technique
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_perfect_the_cab_rank_technique
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = SAF_improve_the_hawker_hartbees SAF_replace_the_blenheim
	}
	x = 0
	y = 2
	relative_position_id = SAF_commit_to_the_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_mastery_bonus = {
			name = SAF_perfect_the_cab_rank_technique
			bonus = 0.1
			days = 180
			track = heavy_aircraft
		}
	}
}
### Entity: Military Industrial Organization
Component: BEL_laboratoire_aerotechnique_de_belgique_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_laboratoire_aerotechnique_de_belgique_organization = {
	include = generic_helicopter_organization
	icon = GFX_idea_generic_helicopter_1
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
}
### Entity: Idea
Component: POR_camisas_azuis
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/portugal.txt

Code:
POR_camisas_azuis = {
	picture = por_camisas_azuis
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		war_support_weekly = 0.001
		conscription_factor = 0.05
		training_time_factor = -0.1
	}
}
### Entity: Unit Template
Component: ENG_MNT_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_MNT_01 = {
	name = Mountain Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		ENG_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		52 = {
			%dnd (Lowland) Infantry Division
		}
		9 = {
			%dth (Highland) Infantry Division
		}
		15 = {
			%dth (Scottish) Infantry Division
		}
		51 = {
			%dst (Highland) Infantry Division
		}
		64 = {
			%dth (Highland) Infantry Mountain Div.
		}
		65 = {
			%dth (Lowland) Infantry Mountain Div.
		}
		36 = {
			%dth Infantry Division
		}
		801 = {
			Guards Infantry Division
		}
		46 = {
			%dth (North Midlands) Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		38 = {
			%dth (Welsh) Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		61 = {
			%dst Infantry Division
		}
		66 = {
			%dth Infantry Division
		}
		62 = {
			%dnd Infantry Division
		}
		63 = {
			%drd Infantry Division
		}
		67 = {
			%dth Infantry Division
		}
		68 = {
			%dth Infantry Division
		}
		69 = {
			%dth Infantry Division
		}
		12 = {
			%dth (Eastern) Infantry Division
		}
		42 = {
			%dnd (East Lancashire) Infantry Division
		}
		43 = {
			%drd (Wessex) Infantry Division
		}
		44 = {
			%dth (Home Counties) Infantry Division
		}
		48 = {
			%dth (South Midlands) Infantry Division
		}
		49 = {
			%dth (West Riding) Infantry Division
		}
		53 = {
			%drd (Welsh) Infantry Division
		}
		54 = {
			%dth (East Anglia) Infantry Division
		}
		127 = {
			%dth Infantry Division
		}
		128 = {
			%dth Infantry Division
		}
		129 = {
			%dth Infantry Division
		}
		130 = {
			%dth Infantry Division
		}
		131 = {
			%dst Infantry Division
		}
		132 = {
			%dnd Infantry Division
		}
		133 = {
			%drd Infantry Division
		}
		134 = {
			%dth Infantry Division
		}
		135 = {
			%dth Infantry Division
		}
		136 = {
			%dth Infantry Division
		}
		137 = {
			%dth Infantry Division
		}
		138 = {
			%dth Infantry Division
		}
		139 = {
			%dth Infantry Division
		}
		140 = {
			%dth Infantry Division
		}
		141 = {
			%dst Infantry Division
		}
		142 = {
			%dnd Infantry Division
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_greater_federalism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_greater_federalism
	icon = GFX_focus_BRA_greater_federalism
	x = -1
	y = 1
	relative_position_id = BRA_repeal_the_national_security_law
	prerequisite = {
		focus = BRA_repeal_the_national_security_law
	}
	mutually_exclusive = {
		focus = BRA_continue_centralization
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = BRA_federal_republic
	}
}