Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eng_focus
Component: ENG_alliance_with_germany
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_stability, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_alliance_with_germany
	prerequisite = {
		focus = ENG_isolate_the_mediterranean_threat
	}
	mutually_exclusive = {
		focus = ENG_noninterference_treaty_with_germany
	}
	available = {
		is_subject = no
		country_exists = GER
		NOT = {
			has_war_with = GER
		} {
			has_country_flag = ENG_germany_rejected_isolate_the_italian_threat
		}
		GER = {
			has_government = fascism
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	icon = GFX_focus_chi_mission_to_germany
	x = -1
	y = 1
	relative_position_id = ENG_isolate_the_mediterranean_threat
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		hidden_effect = {
			set_temp_variable = {
				var = alliance_with_germany_var
				value = party_popularity@democratic
			}
			multiply_temp_variable = {
				var = alliance_with_germany_var
				value = -0.5
			}
		}
		custom_effect_tooltip = ENG_alliance_with_germany_tt
		add_stability = alliance_with_germany_var
		GER = {
			country_event = {
				id = mtg_britain.27
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: GER_von_braun
Source: game
File: common/characters/GER.txt

Code:
GER_von_braun = {
	name = GER_von_braun
	portraits = {
		army = {
			large = GFX_portrait_GER_wernher_von_braun
			small = GFX_idea_von_braun
		}
	}
	scientist = {
		traits = {
			scientist_trait_rocketry_specialist scientist_trait_brilliant_theorist
		}
		skills = {
			specialization_air = 3
		}
	}
}
### Entity: Event
Component: germany.89
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_opinion_modifier, add_timed_idea, every_other_country
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.89
	title = germany.89.t
	desc = germany.89.d
	picture = GFX_report_event_molotov_ribbentrop_stalin_pact
	is_triggered_only = yes
	option = {
		name = germany.89.a
		dismantle_faction = yes
		add_stability = -0.1
		add_timed_idea = {
			idea = soviet_german_friendship
			days = 730
		}
		every_other_country = {
			limit = {
				OR = {
					AND = {
						NOT = {
							tag = GER
						}
						has_government = fascism
					}
					has_government = democratic
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = unholy_alliance
			}
		}
		GER = {
			add_timed_idea = {
				idea = soviet_german_friendship
				days = 730
			}
			if = {
				limit = {
					is_faction_leader = yes
				}
				dismantle_faction = yes
			} {
				limit = {
					is_in_faction = yes
				}
				remove_from_faction = GER
			}
			add_stability = -0.2
			create_faction_from_template = {
				template = faction_template_regional_anti_democratic
				name = the_berlin_moscow_axis
			}
			add_to_faction = SOV
			add_named_threat = {
				threat = 10
				name = germany.89.t
			}
			every_other_country = {
				limit = {
					has_government = fascism
				}
				add_opinion_modifier = {
					target = GER
					modifier = communist_collaborators
				}
			} {
				limit = {
					has_government = democratic
				}
				add_opinion_modifier = {
					target = GER
					modifier = unholy_alliance
				}
			}
		}
		hidden_effect = {
			ENG = {
				country_event = {
					days = 3
					id = britain.11
				}
			}
			USA = {
				country_event = {
					id = usa.14
				} {
					id = usa.24
				}
			}
		}
	} {
		name = germany.89.b
		ai_chance = {
			factor = 0
		}
		GER = {
			country_event = germany.90
			effect_tooltip = {
				create_wargoal = {
					type = take_state_focus
					target = SOV
					generator = {
						219 217
					}
				}
			}
		}
		remove_opinion_modifier = {
			target = GER
			modifier = ger_sov_alliance_focus
		}
	}
}
### Entity: Character
Component: XSM_ma_dekui
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_dekui = {
	name = XSM_ma_dekui
	portraits = {
		army = {
			large = GFX_kr_portrait_central_asia_generic_land_4
			small = GFX_kr_portrait_central_asia_generic_land_4_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_national_syndicalism
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_national_syndicalism
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_portuguese_legion
	}
	mutually_exclusive = {
		focus = POR_strengthen_the_regime
	}
	icon = GFX_focus_generic_strike_at_democracy2
	x = 8
	y = 0
	relative_position_id = POR_observation_mission
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = -0.2
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_ideas = POR_national_syndicalism
		show_ideas_tooltip = POR_jose_hipolito_raposo POR_alberto_monsaraz
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_political_commissars
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_political_commissars
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = SCO_political_batallions
	}
	relative_position_id = SCO_political_batallions
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		add_political_power = 125
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_take_the_fight_overseas_r56
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_capitulated, random_core_state, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_take_the_fight_overseas_r56
	icon = GFX_focus_generic_surrender
	cost = 8
	ai_will_do = {
		base = 999
	}
	prerequisite = {
		focus = RAJ_the_heart_of_the_commonwealth_r56 RAJ_connect_to_central_asia_r56 RAJ_cooperation_with_foreign_advisors_r56
	}
	x = 1
	y = 2
	relative_position_id = RAJ_the_heart_of_the_commonwealth_r56
	available = {
		has_capitulated = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALLIANCE FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		RAJ = {
			random_core_state = {
				limit = {
					industrial_complex = > 1
					is_controlled_by_ROOT_or_ally = no
				}
				add_building_construction = {
					type = industrial_complex
					level = -2
					instant_build = yes
				}
			} {
				limit = {
					arms_factory = > 1
					is_controlled_by_ROOT_or_ally = no
				}
				add_building_construction = {
					type = arms_factory
					level = -2
					instant_build = yes
				}
			} {
				limit = {
					dockyard = > 0
					is_controlled_by_ROOT_or_ally = no
				}
				add_building_construction = {
					type = dockyard
					level = -1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = arms_factory
			level = 2
		} {
			type = dockyard
			level = 1
		}
		add_ideas = RAJ_taking_the_fight_overseas_r56
	}
}
### Entity: Scripted Effect
Component: generic_DD_template
Constructs: create_equipment_variant, set_country_flag
Source: game
File: common/scripted_effects/EAW_generic_ships.txt

Code:
generic_DD_template = {
	create_equipment_variant = {
		name = Early Destroyer
		type = ship_hull_light_1
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = empty
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
	set_country_flag = has_generic_DD_template
}
### Entity: Character
Component: PRC_qian_xuesan
Source: game
File: common/characters/PRC.txt

Code:
PRC_qian_xuesan = {
	name = PRC_qian_xuesan
	portraits = {
		army = {
			large = GFX_portrait_PRC_qian_xuesan
		}
	}
	scientist = {
		traits = {
			scientist_trait_rocketry_specialist
		}
		skills = {
			specialization_air = 1
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_international_brigades_communist
Constructs: prerequisite, has_government, add_war_support, completion_reward, has_global_flag, add_timed_idea
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_international_brigades_communist
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = ETH_humanitarian_aid ETH_support_from_the_japanese_communists
	}
	mutually_exclusive = {
		focus = ETH_peoples_army
	}
	relative_position_id = ETH_humanitarian_aid
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = communism
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_communist_international_brigades
			days = 365
		}
		add_war_support = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_ENG
Constructs: has_completed_focus, limit, set_temp_variable, has_tech, is_researching_technology
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_strategies.txt

Code:
EAI_PR_STRATEGIES_ENG = {
	if = {
		limit = {
			OR = {
				EAI_FTR_tech_focus = yes
				EAI_HFTR_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_TOP_PRIORITY
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_small_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
				EAI_FTR_tech_focus = yes
				has_completed_focus = fighter_command_focus
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_small_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				EAI_FTR_tech_focus = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_medium_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
				EAI_HFTR_tech_focus = yes
				has_completed_focus = fighter_command_focus
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_medium_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				EAI_HFTR_tech_focus = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:engines_1
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:engines_2
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:engines_3
				} {
					_prio_val = prio_cat
				}
				OR = {
					has_tech = improved_small_airframe improved_medium_airframe
					is_researching_technology = improved_small_airframe improved_medium_airframe
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:engines_4
				} {
					_prio_val = prio_cat
				}
				OR = {
					has_tech = advanced_medium_airframe
					is_researching_technology = advanced_medium_airframe
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	} {
		limit = {
			OR = {
				EAI_ASW_DD_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_TOP_PRIORITY
		}
		if = {
			limit = {
				set_t
# ... (truncated)
### Entity: Event
Component: bftb_turkey.29
Constructs: is_triggered_only, add_war_support, fire_only_once, add_timed_idea
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.29
	title = bftb_turkey.29.t
	desc = bftb_turkey.29.desc
	picture = GFX_report_event_tur_upheaval_celebration
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.29.a
		add_war_support = 0.05
		add_timed_idea = {
			idea = TUR_objectors_flocking_to_military_service
			days = 360
		}
	}
}
### Entity: Character
Component: JAP_IJA_prime_minister_trait
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_IJA_prime_minister_trait = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	land_doctrine_cost_factor = -0.1
	army_core_defence_factor = 0.05
	stability_factor = -0.05
}
### Entity: Event
Component: FRA_central_africa_intervention.21
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_central_africa_intervention.21
	title = FRA_central_africa_intervention.2.t
	desc = FRA_central_africa_intervention.2.desc
	picture = GFX_report_event_romanian_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_central_africa_intervention.2.a
		army_experience = 5
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_tank_designer_morozov
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_tank_designer_morozov = {
	OR = {
		has_idea = SOV_morozov_design_bureau SOV_morozov_design_bureau_1 SOV_morozov_design_bureau_2 SOV_morozov_design_bureau_3 SOV_morozov_design_bureau_1_2 SOV_morozov_design_bureau_1_3 SOV_morozov_design_bureau_2_3 SOV_morozov_design_bureau_final
	}
}
### Entity: Modifier Reference
Construct: naval_invasion_capacity
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_invasion_capacity

* Number with 0 decimal places
* **Categories**: naval
### Entity: Idea
Component: EST_republican_defence_league_idea_1
Constructs: removal_cost
Source: game
File: common/ideas/estonia.txt

Code:
EST_republican_defence_league_idea_1 = {
	picture = EST_republican_defence_league
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.1
		conscription = 0.05
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, set_nationality, add_country_leader_role, every_controlled_state
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.7
	title = wuw_GER_reichskommissariats.7.t
	desc = wuw_GER_reichskommissariats.7.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					ROOT = {
						NOT = {
							has_completed_focus = GER_lessons_of_the_great_war
						}
					}
				}
				ROOT = {
					set_nationality = {
						target_country = RKT
						character = GER_friedrich_schulz
					}
				}
			} {
				limit = {
					ROOT = {
						NOT = {
							has_completed_focus = GER_panzer_troops_school
						}
					}
				}
				ROOT = {
					set_nationality = {
						target_country = RKT
						character = GER_hasso_von_manteuffel
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.7.a
		ai_chance = {
			base = 15
		}
		IF = {
			limit = {
				ROOT = {
					NOT = {
						has_completed_focus = GER_lessons_of_the_great_war
					}
				}
			}
			RKT = {
				GER_friedrich_schulz = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1960.1.1
							traits = {
								GER_reichskommissar_trait
							}
						}
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_ideas = GER_german_controlled_reichskommissariat
			}
			IF = {
				limit = {
					ROOT = {
						NOT = {
							has_completed_focus = GER_panzer_troops_school
						}
					}
				}
				RKT = {
					set_nationality = {
						target_country = ROOT
						character = GER_hasso_von_manteuffel
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					NOT = {
						has_completed_focus = GER_panzer_troops_school
					}
				}
			}
			RKT = {
				GER_hasso_von_manteuffel = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1960.1.1
							traits = {
								GER_reichskommissar_trait
							}
						}
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_ideas = GER_german_controlled_reichskommissariat
			}
		}
		hidden_effect = {
			RKT = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.7.b
		trigger = {

		}
		ai_chance = {
			base = 85
		}
		RKT = {
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
			
# ... (truncated)
### Entity: Event
Component: israel.56
Constructs: is_triggered_only, add_equipment_to_stockpile, add_manpower
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.56
	title = israel.56.t
	desc = israel.56.d
	is_triggered_only = yes
	option = {
		name = israel.56.a
		add_manpower = -20
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -50
		}
		subtract_from_variable = {
			ISR_preparedness = 5
		}
		clamp_variable = {
			var = ISR_preparedness
			max = 100
			min = 0
		}
		custom_effect_tooltip = ISR_preparedness_down_5
	}
}
### Entity: Order of Battle
Component: Chinkai Kichi Kaiheidan
Constructs: division_template
Source: game
File: history/units/JAP_1936_nsb.txt

Code:
division = {
	name = Chinkai Kichi Kaiheidan
	location = 4056
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Event
Component: mutiny_event.1
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.1
	title = mutiny_event.1.t
	desc = mutiny_event.1.desc
	picture = GFX_report_event_japanese_soldiers
	is_triggered_only = yes
	option = {
		name = mutiny_event.1.a
		remove_ideas = {
			mutiny_1 mutiny_2 mutiny_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = mutiny_resolved
			days = 90
		}
	}
}
### Entity: Event
Component: news.5
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.5
	title = news.5.t
	desc = news.5.d
	picture = GFX_news_event_002
	major = yes
	is_triggered_only = yes
	option = {
		name = news.5.a
		trigger = {
			NOT = {
				TAG = JAP FRA
				is_in_faction_with = JAP
			}
		}
	} {
		name = news.5.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.5.c
		trigger = {
			TAG = FRA
		}
	} {
		name = news.5.e
		trigger = {
			NOT = {
				TAG = JAP FRA
			}
			is_in_faction_with = JAP
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_expand_gran_colombia
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_expand_gran_colombia
	icon = GFX_goal_COL_legitimize_gran_colombia
	relative_position_id = VEN_unify_political_command
	x = -4
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_unify_political_command
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.1
		swap_ideas = {
			remove_idea = VEN_gran_colombian_ideals
			add_idea = VEN_gran_colombian_ideals2
		}
	}
}
### Entity: Event
Component: tmodern_news.2
Constructs: is_triggered_only
Source: game
File: events/Tmodern_news.txt

Code:
news_event = {
	id = tmodern_news.2
	title = tmodern_news.2.t
	desc = tmodern_news.2.desc
	picture = GFX_news_event_generic_arab_revolt
	major = yes
	is_triggered_only = yes
	option = {
		name = tmodern_news.2.a
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.113
Constructs: is_triggered_only, limit, has_country_flag, every_subject_country, is_on_continent, every_controlled_state, give_resource_rights
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.113
	title = SEA_japan_foreign_policy.113.t
	desc = SEA_japan_foreign_policy.113.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.113.a
		effect_tooltip = {
			every_subject_country = {
				limit = {
					capital_scope = {
						is_on_continent = asia
					}
					has_country_flag = JAP_has_become_a_new_puppet_flag
				}
				ROOT = {
					puppet = {
						target = PREV
						end_wars = no
					}
				}
			}
		}
		every_subject_country = {
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					OR = {
						state = 336 999 1024 1023 333 334 724 327
					}
				}
				PREV = {
					give_resource_rights = {
						receiver = ENG
						state = PREV
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_leader_start_defense_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_leader_start_defense_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: National Focus
Tree: fra_focus
Component: FRA_counter_action
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_counter_action
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_guarantee_the_constitution FRA_the_first_citizen_of_the_state
	}
	relative_position_id = FRA_guarantee_the_constitution
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = FRA_counter_action
			days = 730
		}
	}
}
### Entity: Decision
Component: ISR_vote_category
Constructs: has_country_flag
Source: game
File: common/decisions/categories/ISR_decision_categories.txt

Code:
ISR_vote_category = {
	icon = GFX_decision_category_generic_democracy
	priority = 90
	visible_when_empty = yes
	allowed = {
		original_tag = ISR
	}
	visible = {
		has_country_flag = ISR_voting
	}
}
### Entity: Idea
Component: KMT_military_planning_GXC
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_GXC = {
	picture = chi_wargaming_division
	cancel = {
		GXC = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = GXC
		attack_bonus_against = 0.1
	}
}
### Entity: Idea
Component: fn_herstal
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
fn_herstal = {
	picture = BEL_fn_herstal_organization
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = BEL_fn_herstal
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}