Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MAP_set_province_railway_connections
Constructs: set_variable
Source: game
File: common/scripted_effects/EAI_MAP_province_railway_connections.txt

Code:
EAI_MAP_set_province_railway_connections = {
	set_variable = {
		global.EAI_PC_railway_connections^6521 = 1
	} {
		global.EAI_PC_railway_connection_level_6521^11444 = 3
	} {
		global.EAI_PC_railway_connection_level_6521^9428 = 3
	} {
		global.EAI_PC_railway_connection_level_6521^375 = 2
	} {
		global.EAI_PC_railway_connection_level_6521^3499 = 3
	} {
		global.EAI_PC_railway_connection_level_6521^11505 = 1
	} {
		global.EAI_PC_railway_connections^11444 = 1
	} {
		global.EAI_PC_railway_connection_level_11444^6521 = 3
	} {
		global.EAI_PC_railway_connection_level_11444^3312 = 3
	} {
		global.EAI_PC_railway_connections^3312 = 1
	} {
		global.EAI_PC_railway_connection_level_3312^11444 = 3
	} {
		global.EAI_PC_railway_connection_level_3312^6282 = 3
	} {
		global.EAI_PC_railway_connections^6282 = 1
	} {
		global.EAI_PC_railway_connection_level_6282^3312 = 3
	} {
		global.EAI_PC_railway_connection_level_6282^349 = 2
	} {
		global.EAI_PC_railway_connection_level_6282^6334 = 2
	} {
		global.EAI_PC_railway_connection_level_6282^3207 = 2
	} {
		global.EAI_PC_railway_connections^349 = 1
	} {
		global.EAI_PC_railway_connection_level_349^6282 = 2
	} {
		global.EAI_PC_railway_connection_level_349^3340 = 2
	} {
		global.EAI_PC_railway_connections^3340 = 1
	} {
		global.EAI_PC_railway_connection_level_3340^349 = 2
	} {
		global.EAI_PC_railway_connection_level_3340^9388 = 2
	} {
		global.EAI_PC_railway_connections^9388 = 1
	} {
		global.EAI_PC_railway_connection_level_9388^3340 = 2
	} {
		global.EAI_PC_railway_connection_level_9388^321 = 2
	} {
		global.EAI_PC_railway_connections^321 = 1
	} {
		global.EAI_PC_railway_connection_level_321^9388 = 2
	} {
		global.EAI_PC_railway_connection_level_321^11276 = 2
	} {
		global.EAI_PC_railway_connection_level_321^11305 = 1
	} {
		global.EAI_PC_railway_connections^6334 = 1
	} {
		global.EAI_PC_railway_connection_level_6334^6282 = 2
	} {
		global.EAI_PC_railway_connection_level_6334^9334 = 2
	} {
		global.EAI_PC_railway_connections^9334 = 1
	} {
		global.EAI_PC_railway_connection_level_9334^6334 = 2
	} {
		global.EAI_PC_railway_connection_level_9334^9361 = 2
	} {
		global.EAI_PC_railway_connections^9361 = 1
	} {
		global.EAI_PC_railway_connection_level_9361^9334 = 2
	} {
		global.EAI_PC_railway_connection_level_9361^11372 = 2
	} {
		global.EAI_PC_railway_connections^11372 = 1
	} {
		global.EAI_PC_railway_connection_level_11372^9361 = 2
	}
# ... (truncated)
### Entity: Character
Component: MZB_acas
Source: game
File: common/characters/MZB.txt

Code:
MZB_acas = {
	advisor = {
		slot = high_command
		idea_token = MZB_acas
		ledger = air
		allowed = {
			original_tag = MZB
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_buildable, build_cost_ic
Source: game
File: common/units/equipment/support.txt

Code:
equipments = {
	support_equipment = {
		year = 1918
		is_archetype = yes
		picture = archetype_support_equipment
		is_buildable = no
		type = {
			infantry motorized support
		}
		group_by = archetype
		interface_category = interface_category_land
		reliability = 0.8
		lend_lease_cost = 1
		build_cost_ic = 4
		resources = {
			aluminium = 1
			steel = 2
		}
	}
	support_equipment_1 = {
		year = 1918
		archetype = support_equipment
		priority = 20
	}
}
### Entity: Character
Component: ERI_ncs
Source: game
File: common/characters/ERI.txt

Code:
ERI_ncs = {
	advisor = {
		slot = high_command
		idea_token = ERI_ncs
		ledger = navy
		allowed = {
			original_tag = ERI
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: AI Strategy
Component: ENG_alternate_communist_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ENG_alternate_strategy_plan.txt

Code:
ENG_alternate_communist_plan = {
	name = United Kingdom Communist plan
	desc = UK becomes communist and will spread the Revolution!
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			has_completed_focus = ENG_concessions_to_the_trade_unions
			has_country_flag = ENG_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = ENG_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		limited_rearmament_focus shadow_scheme_focus air_defense_focus radar_focus uk_industrial_focus ENG_a_change_in_course ENG_concessions_to_the_trade_unions general_rearmament_focus royal_ordinance_focus uk_small_arms_focus uk_extra_tech_slot ENG_revisit_colonial_policy ENG_guide_the_colonies ENG_towards_dominion_independence ENG_withdraw_from_contested_territories ENG_self_government_for_the_mediterranean ENG_self_government_for_the_middle_east ENG_self_government_for_the_americas ENG_self_government_for_africa ENG_self_government_for_asia ENG_foundations_for_an_indian_state ENG_the_three_nation_solution ENG_towards_indian_independence ENG_decolonization ENG_the_winds_of_change air_rearmament_focus fighter_command_focus aircraft_production_focus ENG_the_fate_of_the_royal_family ENG_eliminate_the_upper_class ENG_for_the_good_of_the_revolution
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_industrialization_effort
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_industrialization_effort
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = AUS_regulate_austrian_finance_sector
	}
	mutually_exclusive = {

	}
	x = 5
	y = 1
	relative_position_id = AUS_regulate_austrian_finance_sector
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				4 152 976 975
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_war_with_italy
Constructs: prerequisite, has_war_with, completion_reward, has_offensive_war, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_war_with_italy
	available = {
		has_offensive_war = no
		ITA = {
			ENG_focus_available_war = yes
		}
	}
	bypass = {
		has_war_with = ITA
	}
	will_lead_to_war_with = ITA
	prerequisite = {
		focus = uk_sanction_italy_focus
	}
	icon = GFX_focus_attack_italy
	x = 0
	y = 1
	relative_position_id = uk_sanction_italy_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ITA
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_co_opt_the_koh_hsin_movement
Constructs: prerequisite, completion_reward, add_popularity, set_state_flag
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_co_opt_the_koh_hsin_movement
	icon = GFX_focus_CHI_co_opt_the_koh_hsin_movement
	prerequisite = {
		focus = CHI_strengthening_our_resolve
	}
	x = -2
	y = 1
	relative_position_id = CHI_strengthening_our_resolve
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_co_opt_the_koh_hsin_movement_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor
		multiply_variable = {
			CHI_counter_infiltration_cost = 0.75
		}
		598 = {
			custom_effect_tooltip = permanently_protected_from_infiltration
			set_state_flag = CHI_permanently_protected_from_infiltration
		}
		show_ideas_tooltip = CHI_chen_lifu CHI_chen_guofu
	}
}
### Entity: Modding Documentation
Construct: difficulty
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### difficulty
* description: check if the difficulty is above or below specified value 0-2 (difficulty enum). Example: difficulty > 0 (above easy)
* (Auto generated using the trigger with same name)
### Entity: Modifier Reference
Component: germanpop
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/tmodern_dynamic_modifiers.txt

Code:
germanpop = {
	enable = {
		always = yes
	}
	icon = GFX_idea_germanpop
	recruitable_population_factor = -0.5
	local_building_slots_factor = -0.33
	state_resources_factor = -0.5
	local_factories = -0.5
	disable_strategic_redeployment = 1
	state_production_speed_buildings_factor = -0.3
}
### Entity: Character
Component: bomber_producer_defense_2
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
bomber_producer_defense_2 = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			air_attack = 0.15
			air_defence = 0.15
			air_agility = 0.1
			maximum_speed = 0.1
		}
		large_plane_airframe = {
			air_attack = 0.15
			air_defence = 0.15
			air_agility = 0.1
			maximum_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: r56_minor_research_modern_lights_in_44
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_minor_research_modern_lights_in_44 = {
	allowed = {
		country_is_minor_nation = yes
	}
	enable = {
		has_tech = advanced_light_tank_chassis
		date = > 1943.12.7
		arms_factory = > 30
	}
	abort = {
		has_tech = modern_light_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = modern_light_tank_chassis
		value = 10
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ally_italy
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, has_country_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ally_italy
	icon = GFX_goal_venetia_treaty
	relative_position_id = AUS_austria_awaken
	x = 3
	y = 1
	prerequisite = {
		focus = AUS_austria_awaken
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_look_west
			} {
				has_completed_focus = AUS_accept_inevitable
			}
		}
	}
	available = {
		has_country_flag = AUS_italy_allied
		NOT = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	mutually_exclusive = {
		focus = AUS_go_it_alone AUS_look_west AUS_accept_inevitable
	}
	cost = 10
	completion_reward = {
		ITA = {
			diplomatic_relation = {
				country = AUS
				relation = guarantee
			}
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_fabrica_nacional_de_motores
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_tech_bonus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_fabrica_nacional_de_motores
	icon = GFX_focus_BRA_fabrica_national_de_motores
	prerequisite = {
		focus = BRA_invest_in_road_infrastructure
	}
	x = -1
	y = 2
	relative_position_id = BRA_invest_in_road_infrastructure
	mutually_exclusive = {
		focus = BRA_expand_fordlandia
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			IF = {
				limit = {
					NOT = {
						has_completed_focus = SMB_motorized
					}
				}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = BRA_fnm_organization
			}
			mio:BRA_fnm_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = BRA_nacional_de_motores_bonus
				bonus = 0.5
				uses = 2
				category = motorized_equipment
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_national_champions
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_state, is_controlled_by, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_national_champions
	icon = GFX_focus_generic_industry_3
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_general_work_council
	}
	relative_position_id = FRA_general_work_council
	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_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: CYP_national_guard_tt_5
Constructs: initiative_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_national_guard_tt_5 = {
	name = r56_CYP_dyn_mod_national_guard
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.12
		political_power_factor = 0.05
		recruitable_population_factor = 0.075
		initiative_factor = -0.05
		org_loss_at_low_org_factor = -0.15
		dig_in_speed_factor = 0.15
		army_org = 5
		max_dig_in_factor = 0.1
		army_speed_factor = -0.05
	}
}
### Entity: Faction
Component: faction_goal_control_okinawa
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_okinawa = {
	name = control_okinawa_goal_name
	description = control_okinawa_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = JAP
				is_in_faction_with = JAP
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 526
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		526 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 526
			}
			add_faction_initiative = 1
		}
		526 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			526 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}
### Entity: Character
Component: HYD_pot
Source: game
File: common/characters/HYD.txt

Code:
HYD_pot = {
	advisor = {
		slot = political_advisor
		idea_token = HYD_pot
		allowed = {
			original_tag = HYD
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_divide_lit
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_claim_by
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_divide_lit
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = POL_beck_ribbentrop
	}
	relative_position_id = POL_beck_ribbentrop
	will_lead_to_war_with = LIT
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = yes
		has_government = fascism
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		effect_tooltip = {
			GER = {
				country_event = NSB_polish_fascist_events.2
			}
		} {
			11 = {
				add_claim_by = ROOT
			}
			189 = {
				add_claim_by = ROOT
			}
			784 = {
				add_claim_by = ROOT
			}
			815 = {
				add_claim_by = ROOT
			}
			188 = {
				add_claim_by = GER
			}
			if = {
				limit = {
					country_exists = LIT
				}
				LIT = {
					country_event = NSB_polish_fascist_events.201
				}
			}
		}
		hidden_effect = {
			overlord = {
				country_event = NSB_polish_fascist_events.2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
	}
}
### Entity: Event
Component: AAT_Sweden_communism.7
Constructs: is_triggered_only, add_stability, retire_country_leader, add_country_leader_role
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_communism.7
	title = AAT_Sweden_communism.7.t
	desc = AAT_Sweden_communism.7.desc
	is_triggered_only = yes
	picture = GFX_report_event_german_politician_speech
	option = {
		name = AAT_Sweden_communism.7.a
		custom_effect_tooltip = AAT_Sweden_communism__7_tt_1
		retire_country_leader = yes
		SWE_karl_kilbom = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = marxism
					traits = {
						anti_soviet_socialist likes_allies dislikes_soviet dislikes_germany
					}
				}
			}
		}
	} {
		name = AAT_Sweden_communism.7.b
		custom_effect_tooltip = AAT_Sweden_communism__7_tt_2
	} {
		name = AAT_Sweden_communism.7.c
		retire_country_leader = yes
		SWE_sven_linderot = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = stalinism
					traits = {
						born_agitator
					}
				}
			}
		}
		add_stability = -0.1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWE_hugo_silen
	}
}
### Entity: Joint Focus
Component: INSHOL_emergency_powers_gov_general
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_war_support, add_stability, add_political_power, is_subject_of
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_emergency_powers_gov_general
	icon = GFX_focus_LAT_suspend_constitution_of_latvia
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = INS HOL
		}
		INS = {
			is_subject_of = HOL
			NOT = {
				has_autonomy_state = autonomy_dominion
			}
		}
		has_war_with_major = yes
	}
	prerequisite = {
		focus = INSHOL_sideline_the_volksraad
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = INSHOL_sideline_the_volksraad
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.4
			original_tag = HOL
		} {
			add = 5
			original_tag = INS
		} {
			factor = 0.1
			original_tag = HOL
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_autonomy_score = {
				value = 500
				localization = INSHOL_emergency_powers_gov_general
			}
			add_stability = 0.05
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = 200
			add_war_support = -0.05
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_autonomy_score = {
				value = 500
				localization = INSHOL_emergency_powers_gov_general
			}
			add_stability = 0.05
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = 100
			add_war
# ... (truncated)
### Entity: National Focus
Tree: ast_focus
Component: AST_establish_advisory_war_council
Constructs: has_war, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_establish_advisory_war_council
	icon = GFX_goal_generic_demand_territory
	x = 24
	y = 0
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			threat = > 0.2
			has_war = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Country History
Country: CHM
Component: CHM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/CHM - Champa.txt

Code:
# Misc for CHM
capital = 286
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}