Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_rekindle_the_old_alliance
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_rekindle_the_old_alliance
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = JAP_the_showa_constitution
	}
	mutually_exclusive = {
		focus = JAP_west_pacific_treaty_organization
	}
	x = 1
	y = 1
	relative_position_id = JAP_the_showa_constitution
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
		is_subject = no
		ENG = {
			has_government = democratic
		}
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				ENG = {
					is_in_faction = yes
					is_faction_leader = no
					has_government = democratic
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = ENG
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
		else = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_JAP_the_old_alliance
			ENG = {
				country_event = generic.5
			}
		}
	}
}
### Entity: State History
Component: 119
Constructs: add_core_of
Source: game
File: history/states/119-Northern Ireland.txt

Code:
state = {
	id = 119
	name = STATE_119
	history = {
		owner = ENG
		victory_points = {
			3379 5
		} {
			385 1
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 2
			air_base = 1
			dockyard = 2
			3379 = {
				naval_base = 4
			}
		}
		add_core_of = ENG IRE NIR
	}
	provinces = {
		276 385 3217 3242 3329 3379 11257
	}
	manpower = 1198537
	buildings_max_level_factor = 1
	state_category = city
	resources = {
		aluminium = 2
		coal = 2
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_state_atheism
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_state_atheism
	icon = GFX_goal_red_monasteries
	prerequisite = {
		focus = KAL_internationalism
	}
	mutually_exclusive = {
		focus = KAL_reconcile_buddhism_and_socialism
	}
	x = -1
	y = 1
	relative_position_id = KAL_internationalism
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_stability = -0.05
		add_ideas = ARM_state_atheism_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: XSM_wang_jingzhai
Constructs: has_government, is_literally_china
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_wang_jingzhai = {
	name = XSM_wang_jingzhai
	portraits = {
		civilian = {
			small = GFX_portrait_XSM_wang_jingzhai_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = XSM_wang_jingzhai
		allowed = {
			is_literally_china = yes
		}
		visible = {

		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			gentle_scholar
		}
	}
}
### Entity: Event
Component: GOE_RAJ.23
Constructs: is_triggered_only, add_war_support
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.23
	title = GOE_RAJ.23.t
	desc = GOE_RAJ.23.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.23.a
		add_war_support = 0.05
	}
}
### Entity: AI Strategy
Component: SOV_mine_laying
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_mine_laying = {
	objective_type = mines_planting
	available_for = {
		SOV
	}
	min_priority = 3
	max_priority = 8
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_institutional_money_laundering
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_institutional_money_laundering
	icon = GFX_focus_RAJ_institutional_money_laundering
	prerequisite = {
		focus = RAJ_restrictive_administration_budget RAJ_shareholder_democracy
	}
	x = 1
	y = 1
	relative_position_id = RAJ_restrictive_administration_budget
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_institutional_money_laundering
			bonus = 0.25
			uses = 1
			category = construction_tech
		}
		unlock_decision_tooltip = {
			decision = RAJ_GOE_tax_fraud
			show_effect_tooltip = yes
			show_modifiers = yes
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_subject_surrender
Constructs: limit, completion_reward, add_dynamic_modifier, has_character, set_nationality
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_subject_surrender
	icon = GFX_focus_generic_surrender
	x = 11
	y = 11
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = PHI_subject_surrender_tt
			always = no
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = PHI_philippine_resistance_movement_dynamic_modifier
		}
		if = {
			limit = {
				has_character = USA_douglas_macarthur
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_nationality = {
				target_country = USA
				character = USA_douglas_macarthur
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: mtg_netherlands.47
Constructs: is_triggered_only, add_timed_idea, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.47
	title = mtg_netherlands.47.t
	desc = mtg_netherlands.47.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.47.a
		add_timed_idea = {
			idea = HOL_bernhard_good_air_example
			days = 30
		}
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: Character
Component: assault_avaition
Source: game
File: common/country_leader/00_traits.txt

Code:
assault_avaition = {
	sprite = 14
	new_operational_integrity_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_palestinian_compromises
Constructs: prerequisite, limit, completion_reward, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_palestinian_compromises
	icon = GFX_goal_MPL_stable_union
	relative_position_id = ISR_lessen_austerity
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_lessen_austerity
	}
	cost = 5
	completion_reward = {
		454 = {
			remove_dynamic_modifier = {
				modifier = r56_ISR_palestinian_resistance_low
			}
			add_dynamic_modifier = {
				modifier = r56_ISR_palestinian_resistance_lower
				scope = ISR
			}
		}
		if = {
			limit = {
				controls_state = 1016
			}
			1016 = {
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
				}
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_lower
					scope = ISR
				}
			}
		} {
			limit = {
				controls_state = 1017
			}
			1017 = {
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
				}
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_lower
					scope = ISR
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_tobacco_exports
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_tobacco_exports = {
	picture = bul_tobacco_exports
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_rehabilitated_military
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, modify_the_red_army_tt, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_rehabilitated_military
	icon = GFX_SOV_rehabilitated_military_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_restore_cossack_units SOV_cohesion_first
	}
	x = 0
	y = 2
	relative_position_id = SOV_strengthen_the_mobilization_plan
	cost = 10
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = modify_the_red_army_tt
		add_to_variable = {
			SOV_the_red_army_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SOV_lessons_of_war
				}
			}
			add_to_variable = {
				SOV_the_red_army_mastery_loss_factor = 0.15
				tooltip = land_mastery_gain_factor_tt
			}
			set_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = SOV_the_red_army_mastery_loss_factor
			}
			multiply_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = -1
			}
		}
		add_ideas = SOV_rehabilitated_military_ns
	}
}
### Entity: Military Industrial Organization
Component: POR_arsenal_alfeite_organization
Source: game
File: common/military_industrial_organization/organizations/POR_organization.txt

Code:
POR_arsenal_alfeite_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		tag = POR
	}
}
### Entity: Event
Component: r56_afghanistan.27
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, fire_only_once, add_political_power, add_popularity
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.27
	picture = GFX_report_event_AFG_pamir_flight_returns
	title = r56_afghanistan.27.t
	desc = r56_afghanistan.27.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.27.a
		ai_chance = {
			base = 1
		}
	} {
		name = r56_afghanistan.27.b
		add_political_power = -25
		add_stability = 0.03
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				has_government = neutrality
			}
		}
	} {
		name = r56_afghanistan.27.c
		add_political_power = -50
		if = {
			limit = {
				GER = {
					has_government = neutrality
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.03
			}
		}
		else_if = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.03
			}
		}
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = AFG_carl_august_von_gablenz
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				has_government = fascism
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_land_reform_auth
Constructs: prerequisite, remove_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_land_reform_auth
	icon = GFX_goal_generic_agriculture2
	x = -6
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_government = democratic neutrality
		}
	}
	prerequisite = {
		focus = CHL_urbanisation_focus
	}
	mutually_exclusive = {
		focus = CHL_land_reform
	}
	completion_reward = {
		remove_ideas = {
			CHL_agrarian_reform
		}
	}
}
### Entity: Technology
Component: modern_depth_charges
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_depth_charge_4
	}
	on_research_complete = {
		custom_effect_tooltip = depth_charges_advice_tt
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 20
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 4
			has_war_with = GER
		} {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		}
	}
	categories = {
		naval_equipment dd_tech asw_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_doctrine_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = RUT_carpathian_sich
	}
	relative_position_id = RUT_carpathian_sich
	x = 4
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY
Constructs: add_to_temp_array, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY = {
	for_each_scope_loop = {
		array = EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY
		add_to_temp_array = {
			_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
		}
	}
	ROOT = {
		EAI_PC_AIRBASE_get_best_target_on_borders = yes
	}
	clear_temp_array = EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY _AIRBASE_get_best_target_on_TARGET_COUNTRIES
}
### Entity: State History
Component: 1053
Constructs: add_core_of, add_to_array, set_demilitarized_zone
Source: game
File: history/states/1053-Saarland.txt

Code:
state = {
	id = 1053
	name = STATE_1053
	resources = {
		steel = 38
		aluminium = 10
	}
	history = {
		owner = GER
		victory_points = {
			11531 5
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			steel_mill = 2
		}
		add_core_of = GER SAA RHI
		add_to_array = {
			state_victory_points = 11531
		}
		set_demilitarized_zone = yes
	}
	provinces = {
		9575 11531
	}
	manpower = 909440
	buildings_max_level_factor = 1.0
	state_category = large_town
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_20/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_agricultural_technical_assistence
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, set_technology, has_idea, is_in_faction
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_agricultural_technical_assistence
	available = {
		NOT = {
			has_war_with = USA
		} {
			has_idea = idea_PAR_accepted_american_investment
		}
		OR = {
			is_in_faction = no
			is_in_faction_with = USA
			AND = {
				is_in_faction_with = ENG
				ENG = {
					has_government = democratic
				}
			}
		}
	}
	bypass = {

	}
	icon = GFX_goal_tfv_generic_tech_sharing
	x = 0
	y = 1
	relative_position_id = PAR_accept_american_loans
	prerequisite = {
		focus = PAR_accept_american_loans
	}
	mutually_exclusive = {

	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = par_has_accepted_american_funds_tt
		add_timed_idea = {
			idea = idea_PAR_accepted_american_investment
			days = 210
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
		if = {
			limit = {
				NOT = {
					has_tech = tech_support
				}
			}
			set_technology = {
				tech_support = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = motorised_infantry
				}
			}
			set_technology = {
				motorised_infantry = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = tech_field_hospital
				}
			}
			set_technology = {
				tech_field_hospital = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = tech_field_hospital2
				}
			}
			set_technology = {
				tech_field_hospital2 = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = tech_field_hospital3
				}
			}
			set_technology = {
				tech_field_hospital3 = 1
				popup = no
			}
		} {
			limit = {
				is_in_faction = yes
				NOT = {
					is_in_faction_with = USA
				}
				AND = {
					NOT = {
						is_in_faction_with = ENG
					}
					ENG = {
						has_government = democratic
					}
				}
			}
			leave_faction = yes
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_negotiate_a_mass_development_plan_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, allow_branch, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_negotiate_a_mass_development_plan_r56
	prerequisite = {
		focus = SIA_songsuradets_ascendency_r56
	}
	mutually_exclusive = {
		focus = SIA_strengthen_the_anti_communist_act_r56
	}
	icon = GFX_goal_CAN_depression_recovery
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = -6
	y = 1
	relative_position_id = SIA_songsuradets_ascendency_r56
	offset = {
		x = 2
		trigger = {
			has_completed_focus = SIA_negotiate_a_mass_development_plan_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_strengthen_the_anti_communist_act_r56 SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = -35
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		} {
			ideology = neutrality
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = SIA_songsuradets_ascendency_r56_idea
			add_idea = SIA_negotiate_a_mass_development_plan_r56_idea
		}
		SIA_improve_illiteracy_r56 = yes
		hidden_effect = {
			if = {
				limit = {
					has_character = SIA_manopakorn_nitithada
				}
				retire_character = SIA_manopakorn_nitithada
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_shocktroops_old
Constructs: prerequisite, has_war_with, is_major, completion_reward, has_idea, add_tech_bonus, add_potential_special_forces_tree, add_mastery_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_shocktroops_old
	text = SOV_shocktroops
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = SOV_mass_firearms_production_old
	}
	available = {
		any_other_country = {
			is_major = yes
			has_war_with = ROOT
		}
		OR = {
			has_idea = war_economy tot_economic_mobilisation
		}
	}
	bypass = {

	}
	x = 0
	y = 1
	relative_position_id = SOV_mass_firearms_production_old
	cost = 10
	ai_will_do = {
		factor = 55
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
		add_potential_special_forces_tree = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		add_mastery_bonus = {
			name = SOV_shocktroops
			bonus = 0.15
			days = 540
			sub_doctrine = shocktroops_1
		}
	}
}
### Entity: Idea
Component: JAP_stolen_equipment_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_stolen_equipment_idea = {
	picture = SWE_hodgepodge_of_equipment
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.15
	}
}
### Entity: Idea
Component: SUR_acd2
Source: game
File: common/ideas/suriname.txt

Code:
SUR_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = SUR
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_550
Source: game
File: history/units/ITA_1936_air_bba.txt

Code:
air_wings = {
	550 = {
		small_plane_airframe_0 = {
			amount = 40
			owner = ITA
			version_name = CR.32
		}
		medium_plane_airframe_1 = {
			amount = 32
			owner = ITA
			version_name = SM.81
		}
		small_plane_cas_airframe_0 = {
			amount = 48
			owner = ITA
			version_name = Ca.111
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_cooperation_with_the_nasserists
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, set_rule, create_faction_from_template
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_cooperation_with_the_nasserists
	icon = GFX_goal_PAL_cooperation_with_the_nasserists
	prerequisite = {
		focus = PAL_dream_arabia
	}
	mutually_exclusive = {
		focus = PAL_join_axis
	}
	x = -3
	y = 1
	relative_position_id = PAL_dream_arabia
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_middle_east_dominance
			name = the_arab_coalition_faction
		}
	}
}
### Entity: Idea
Component: great_depression
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/usa.txt

Code:
great_depression = {
	picture = usa_great_depression_3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 1
		consumer_goods_factor = 0.6
		conscription_factor = -0.5
		join_faction_tension = 0.2
		local_resources_factor = -0.2
	}
}
### Entity: Decision
Component: ENG_organize_the_blackshirts
Constructs: has_completed_focus, has_government, has_country_flag, has_decision
Source: game
File: common/decisions/categories/ENG_decision_categories.txt

Code:
ENG_organize_the_blackshirts = {
	icon = eng_organize_the_blackshirts
	picture = GFX_decision_cat_picture_organize_the_blackshirts
	allowed = {
		tag = ENG
	}
	on_map_area = {
		state = 119
		name = ENG_organize_the_blackshirts_map_category_name
		zoom = 250
	}
	priority = {
		base = 0
		modifier = {
			add = 10
			has_completed_focus = ENG_organize_the_blackshirts
		}
	}
	visible = {
		has_completed_focus = ENG_organize_the_blackshirts
		OR = {
			NOT = {
				has_government = fascism
			}
			has_country_flag = won_british_civil_war
			has_decision = ENG_the_mosley_plan
		}
	}
}
### Entity: Idea
Component: LUX_minister_economics_PD
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_economics_PD = {
	modifier = {
		production_speed_buildings_factor = 0.05
		stability_factor = -0.08
	}
}
### Entity: Event
Component: r56_australia.32
Constructs: is_triggered_only, limit, has_government
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.32
	title = r56_australia.32.t
	desc = r56_australia.32.desc
	picture = GFX_report_event_malayan_emergency
	is_triggered_only = yes
	option = {
		name = r56_australia.32.a
		if = {
			limit = {
				FROM = {
					has_government = communism
				}
			}
			start_civil_war = {
				ideology = communism
				size = 0.5
				states = {
					916 960
				}
			}
		}
		else = {
			start_civil_war = {
				ideology = fascism
				size = 0.5
				states = {
					916 960
				}
			}
		}
	}
}