Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_redistribution_of_wealth
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_redistribution_of_wealth
	icon = GFX_focus_generic_concessions
	x = -1
	y = 1
	prerequisite = {
		focus = SUD_marxist_pan_islamism SUD_enforce_atheism
	}
	relative_position_id = SUD_enforce_atheism
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = ENG_for_the_good_of_the_revolution_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: JUNO_popular_among_the_people
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_popular_among_the_people = {
	random = no
	sprite = 13
	drift_defence_factor = 0.25
	compliance_growth = 0.02
	stability_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: POL_chief_staffer5
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_chief_staffer5 = {
	sprite = 14
	max_planning = 0.1
	industry_repair_factor = 0.1
	experience_gain_army = 0.09
	command_cap_increase = 20
}
### Entity: Idea
Component: progress_cult_focus
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
progress_cult_focus = {
	name = progress_cult_focus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.02
	}
}
### Entity: Idea
Component: IRQ_agrarian_society_3
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_agrarian_society_3 = {
	name = IRQ_agrarian_society
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_agrarian_society
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.05
		conscription_factor = -0.1
		industrial_capacity_factory = -0.05
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_heavy_bombers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_heavy_bombers
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = ROM_strategic_bomber_force
	}
	x = 1
	y = 1
	relative_position_id = ROM_strategic_bomber_force
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_heavy_bombers
			bonus = 1.0
			uses = 1
			category = cat_strategic_bomber
		}
	}
}
### Entity: Event
Component: SEA_china_democratic.5
Constructs: is_triggered_only, ai_chance, limit, has_government, every_country, fire_only_once, random_owned_controlled_state, is_core_of
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.5
	title = SEA_china_democratic.5.t
	desc = SEA_china_democratic.5.desc
	picture = GFX_report_event_generic_communist_militia
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.5.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 = democratic
			size = 0.5
			capital = var:ROOT.temp_capital
		}
		every_country = {
			limit = {
				original_tag = ROOT
				has_government = democratic
			}
			set_country_flag = CHI_spurred_democratic_cw_flag
		}
	} {
		name = SEA_china_democratic.5.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 = democratic
			ruling_party = ROOT
			size = 0.5
			capital = var:ROOT.temp_capital
		}
		every_country = {
			limit = {
				original_tag = ROOT
				has_government = democratic
			}
			set_country_flag = CHI_spurred_democratic_cw_flag
		}
	}
}
### Entity: Character
Component: SWI_carl_jacob_burckhardt
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_carl_jacob_burckhardt = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = air_chief
			idea_token = SWI_carl_jacob_burckhardt
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		name = SWI_carl_jacob_burckhardt
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SWI_carl_jacob_burckhardt
			allowed = {
				original_tag = SWI
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_carl_jacob_burckhardt
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
	}
}
### Entity: Event
Component: kns.8
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
news_event = {
	id = kns.8
	title = kns.8.t
	desc = kns.8.d
	picture = GFX_news_event_fascist_gathering
	major = yes
	is_triggered_only = yes
	option = {
		name = news.183.a
		trigger = {
			tag = CHI
		}
	} {
		name = kns.8.b
		trigger = {
			tag = GER
		}
	} {
		name = news.10.a
		trigger = {
			NOT = {
				tag = CHI GER
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_LEND_LEASE_set_target
Constructs: limit, has_country_flag, is_in_array, set_country_flag, add_to_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_lend_lease_effects.txt

Code:
EAI_LEND_LEASE_set_target = {
	if = {
		limit = {
			NOT = {
				is_in_array = {
					array = EAI_lend_lease_targets
					value = PREV.id
				}
			}
		}
		PREV = {
			set_country_flag = EAI_lend_lease_from_@PREV
		}
		add_to_array = {
			array = EAI_lend_lease_targets
			value = PREV.id
		}
		if = {
			limit = {
				has_country_flag = EAI_lend_lease_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | LEND-LEASE: set target [Prev.GetName]
		}
		set_temp_variable = {
			log_started_lendlease = 1
		}
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_3_lesser_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_3_lesser_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.05
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.05
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.05
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_repeal_the_may_constitution
Constructs: has_completed_focus, limit, add_opinion_modifier, completion_reward, add_political_power, allow_branch, has_game_rule, remove_dynamic_modifier
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_repeal_the_may_constitution
	icon = GFX_focus_AUS_disregard_the_treaties
	mutually_exclusive = {
		focus = AUS_totalitarian_safety
	}
	x = 16
	y = 0
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_totalitarian_safety
			}
		}
	}
	offset = {
		x = -38
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_totalitarian_safety
		}
	} {
		x = -12
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_reinstate_the_imperial_council
		}
	} {
		x = -14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_austromarxism_focus
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_hold_elections
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_legacy_of_the_empire
		}
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		remove_dynamic_modifier = {
			modifier = AUS_austrofascism
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
			create_operative_leader = {
				name = AUS_heinrich_maier
				bypass_recruitment = no
				available_to_spy_master = yes
				gfx = GFX_portrait_AUS_heinrich_maier
				traits = {
					operative_infiltrator operative_master_interrogator
				}
				nationalities = {
					AUS
				}
			}
			IF = {
				limit = {
					has_opinion_modifier = AUS_austrofascism_opm
				}
				remove_opinion_modifier = {
					target = GER
					modifier = AUS_austrofascism_opm
				}
				add_opinion_modifier = {
					target = GER
					modifier = AUS_unfriendly_neighbor
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_public_schools
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_public_schools
	icon = GFX_focus_generic_military_academy
	relative_position_id = MPL_secularization
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_secularization
	} {
		focus = MPL_university_funding_campaign
	}
	cost = 10
	completion_reward = {
		add_stability = 0.1
		add_ideas = MPL_universities
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_increase_produce_production
Constructs: prerequisite, completion_reward, is_subject, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_increase_produce_production
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = DEN_agricultural_reinvestments
	}
	relative_position_id = DEN_import_machinery_and_material
	x = -3
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		is_subject = no
	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 2
		} {
			DEN_industrial_capabilities_consumer_goods = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_global_building_slots = 0.1
			tooltip = global_building_slots_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: Idea
Component: idea_RAJ_the_peoples_liberation_army_3
Constructs: army_defence_factor, removal_cost, initiative_factor, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_the_peoples_liberation_army_3 = {
	name = idea_RAJ_the_peoples_liberation_army
	allowed = {
		original_tag = RAJ
	}
	picture = jap_the_unthinkable_option
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		army_strength_factor = 0.1
		army_org_regain = 0.1
		initiative_factor = 0.05
		army_defence_factor = 0.06
		max_planning = 0.08
		army_speed_factor = 0.1
		experience_gain_army_unit_factor = 0.15
		experience_loss_factor = -0.2
		training_time_factor = -0.15
		conscription = 0.01
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: JAP_mine_sweeping
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_mine_sweeping = {
	objective_type = mines_sweeping
	available_for = {
		JAP
	}
	min_priority = 3
	max_priority = 8
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_request_italian_equipment
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_subject_of, has_civil_war
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_request_italian_equipment
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ETH_italian_general_staff
	}
	x = 0
	y = 1
	relative_position_id = ETH_italian_general_staff
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_request_italian_equipment_tt
		country_event = {
			id = BBA_ethiopia_fascist_events.53
			hours = 1
		}
	}
}
### Entity: Country History
Country: JAM
Component: JAM_characters
Constructs: recruit_character
Source: game
File: history/countries/JAM - Jamaica.txt

Code:
# Leaders & Characters for JAM
recruit_character = JAM_coi JAM_aa2 JAM_democratic_guy JAM_acd2 JAM_acr JAM_fascist_guy JAM_stc JAM_ncs JAM_awt JAM_mt JAM_communist_guy JAM_ai2 JAM_ar JAM_acas JAM_acgs JAM_ncm JAM_nt JAM_pot JAM_nccr JAM_aco2
### Entity: Character
Component: SOV_genrikh_yagoda
Constructs: has_completed_focus, has_government, has_character_flag, add_to_variable
Source: game
File: common/characters/SOV.txt

Code:
SOV_genrikh_yagoda = {
	name = SOV_genrikh_yagoda
	portraits = {
		army = {
			small = GFX_idea_SOV_genrikh_yagoda
		}
	}
	allowed_civil_war = {
		OR = {
			has_completed_focus = SOV_the_plan_for_the_coup
			AND = {
				original_tag = SOV
				NOT = {
					tag = SOV
				} {
					any_other_country = {
						original_tag = SOV
						has_completed_focus = SOV_the_plan_for_the_coup
					}
				}
			}
		}
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_genrikh_yagoda
		can_be_fired = no
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		traits = {
			head_of_the_nkvd_yagoda_initial
		}
		on_add = {
			ROOT = {
				add_to_variable = {
					SOV_paranoia_weekly_modifiers_amount = 1
				}
			} {
				SOV_paranoia_modifier_update_gui_tooltip = yes
			}
		}
		on_remove = {
			ROOT = {
				subtract_from_variable = {
					SOV_paranoia_weekly_modifiers_amount = 1
				}
			} {
				SOV_paranoia_modifier_update_gui_tooltip = yes
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_magyar_allamvasutak
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_magyar_allamvasutak
	icon = GFX_focus_HUN_magyar_allamvasutak
	prerequisite = {
		focus = wuw_HUN_expand_the_lignite_industry
	}
	x = -2
	y = 2
	relative_position_id = wuw_HUN_expand_the_lignite_industry
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		43 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				43 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			43 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = HUN_mav
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_liberate_austria
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_guaranteed_by, has_non_aggression_pact_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_liberate_austria
	icon = GFX_focus_generic_attack_austria
	prerequisite = {
		focus = GER_social_ownership GER_state_controlled_economy
	}
	x = 3
	y = 1
	relative_position_id = GER_social_ownership
	cost = 10
	available = {
		is_subject = no
		AUS = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			} {
				is_guaranteed_by = ROOT
			} {
				has_non_aggression_pact_with = ROOT
			}
			OR = {
				is_subject_of = ROOT
				AND = {
					is_subject = no
					OR = {
						NOT = {
							is_in_faction_with = ROOT
						}
						AND = {
							is_faction_leader = no
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {
		AUS = {
			OR = {
				exists = no
				has_war_with = ROOT
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				} {
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
				is_guaranteed_by = ROOT
				has_non_aggression_pact_with = ROOT
			}
		}
	}
	will_lead_to_war_with = AUS
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 3
			name = GER_liberate_austria
		}
		if = {
			limit = {
				OR = {
					has_subject = AUS
					AND = {
						is_in_faction_with = AUS
						is_faction_leader = yes
					}
					AUS = {
						OR = {
							has_government = communism democratic
						}
						is_subject = no
						is_in_faction = no
					}
				}
			}
			AUS = {
				country_event = {
					id = wuw_GER_diplomacy.77
					hours = 12
				}
			}
		}
		else = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = AUS
				expire = 0
			}
		}
	}
}
### Entity: Event
Component: poland.123
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.123
	title = poland.123.t
	desc = poland.123.d
	picture = GFX_report_event_polish_occupy
	is_triggered_only = yes
	option = {
		name = poland.123.a
		effect_tooltip = {
			POL = {
				transfer_state = 67
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_purge_disloyal_officers
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_purge_disloyal_officers
	icon = GFX_goal_generic_army_purges
	relative_position_id = VEN_enpower_the_pcv
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_enpower_the_pcv
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		remove_ideas = VEN_military_disloyalty
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_generalkommandoen
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_command_power, add_mio_size, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_generalkommandoen
	icon = GFX_focus_DEN_generalkommandoen
	prerequisite = {
		focus = DEN_new_artillery_tactics DEN_convert_automobile_production
	}
	relative_position_id = DEN_haeren_reorganization
	x = 0
	y = 3
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 50
		army_experience = 50
		mio:DEN_DISA_organization = {
			add_mio_size = 1
		}
		add_doctrine_cost_reduction = {
			name = DEN_generalkommandoen
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_speed = 0.05
			tooltip = army_attack_speed_factor_tt
		} {
			DEN_haeren_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		} {
			DEN_haeren_army_core_attack = 0.05
			tooltip = army_core_attack_factor_tt
		}
		every_unit_leader = {
			limit = {
				is_army_leader = yes
			}
			random_select_amount = 3
			add_skill_level = 1
			add_attack = 1
			add_defense = 1
			add_logistics = 1
		}
	}
}
### Entity: Idea
Component: MAC_stc
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_stc = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MAC
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_1_lesser_3
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_1_lesser_3 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.1
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.1
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.1
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Component: GERK_gott_mit_uns
Constructs: prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_gott_mit_uns
	text = GER_gott_mit_uns
	icon = GFX_focus_ger_oppose_hitler
	x = 0
	y = 1
	relative_position_id = GERK_root_militarism
	cost = 10
	prerequisite = {
		focus = GERK_root_militarism
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			add_idea = general_staff_3
			remove_idea = general_staff_2
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Order of Battle
Component: V Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = V Brigada Internacionales
	location = 3938
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_revive_the_buffer_state_proposal
Constructs: prerequisite, completion_reward, is_in_faction_with, has_war_together_with, has_capitulated, check_variable
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_revive_the_buffer_state_proposal
	available = {
		is_in_faction_with = ENG
		has_war_together_with = ENG
		BEL = {
			is_in_faction_with = ROOT
			has_war_together_with = ROOT
		}
		LUX = {
			is_in_faction_with = ROOT
			has_war_together_with = ROOT
		}
		OR = {
			AND = {
				ROOT = {
					has_capitulated = no
				}
				BEL = {
					has_capitulated = yes
				}
				LUX = {
					has_capitulated = yes
				}
			} {
				ROOT = {
					has_capitulated = yes
				}
				BEL = {
					has_capitulated = yes
				}
				LUX = {
					has_capitulated = yes
				}
				custom_trigger_tooltip = {
					tooltip = HOL_revive_the_buffer_state_proposal_tt1
					check_variable = {
						HOL.legitimacy = > BEL.legitimacy
					}
				} {
					tooltip = HOL_revive_the_buffer_state_proposal_tt2
					check_variable = {
						HOL.legitimacy = > LUX.legitimacy
					}
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_a_new_dutch_unity
	} {
		focus = HOL_request_allied_favors
	}
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	relative_position_id = HOL_a_new_dutch_unity
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = mtg_netherlands.15
				hours = 6
			}
		}
	}
}