Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_union_with_warsaw
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_controlled_by, every_controlled_state, is_core_of
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_union_with_warsaw
	icon = GFX_goal_CZE_westslavia
	prerequisite = {
		focus = CZE_split_poland
	}
	relative_position_id = CZE_split_poland
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		has_government = communism
		custom_trigger_tooltip = {
			tooltip = CZE_union_with_warsaw_trigger_tt
			10 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			87 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			90 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			98 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			88 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			934 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			97 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
			92 = {
				is_controlled_by = ROOT
				compliance = > 50
				resistance = > 5
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = form_country_gs_required_coring_states_tt CZE_union_with_warsaw_effect_tt CHL_skip_one_line_tt
		every_controlled_state = {
			limit = {
				is_core_of = POL
				OR = {
					state = 67 66 68 63 5 784 96 936 935 95 94 93 91 89 86 762 807 85
				}
			}
			add_core_of = ROOT
		}
		hidden_effect = {
			set_cosmetic_tag = CZE_westslavia
			add_state_core = 88 90 92 10 98 87 97 934
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: GER_you_can_handle_ruthenia_hun_i_care_not
Constructs: is_historical_focus_on, is_in_faction
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_you_can_handle_ruthenia_hun_i_care_not = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1941.6.1
		RUT = {
			exists = yes
			is_in_faction = no
		}
	}
	abort = {
		OR = {
			date = > 1941.6.1
			RUT = {
				is_in_faction = yes
			}
		}
	}
	ai_strategy = {
		type = dont_join_wars_with
		id = HUN
		target_country = RUT
		value = 500
	}
}
### Entity: Idea
Component: AUS_strabag
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_strabag = {
	picture = AUS_strabag
	allowed = {
		original_tag = AUS
	}
	available = {
		has_completed_focus = AUS_strabag_construction
		hidden_trigger = {
			NOT = {
				has_completed_focus = AUS_shift_strabag AUS_industry_nationalizations
			}
		}
	}
	visible = {
		NOT = {
			has_completed_focus = AUS_shift_strabag AUS_industry_nationalizations
		}
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		industrial_concern
	}
}
### Entity: Event
Component: libya.11
Constructs: has_war_with, has_country_flag, add_stability, fire_only_once, lose_palestine, is_in_faction, has_full_control_of_state, white_peace
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.11
	title = libya.11.t
	desc = libya.11.d
	picture = GFX_report_event_german_inspect_troops
	hidden = yes
	fire_only_once = yes
	trigger = {
		PAL = {
			NOT = {
				has_country_flag = lose_palestine
			}
			AND = {
				has_war_with = ISR
			}
			ISR = {
				is_in_faction = no
				has_full_control_of_state = 878
			}
		}
		EGY = {
			OR = {
				surrender_progress = > 0.15
				ISR = {
					is_in_faction = no
					has_full_control_of_state = 453
				}
			}
		}
	}
	immediate = {
		hidden_effect = {
			news_event = {
				id = news.603
			}
			EGY = {
				dismantle_faction = yes
			}
		}
		ISR = {
			add_stability = 0.05
			white_peace = PAL JOR EGY
			453 = {
				set_demilitarized_zone = yes
			}
			annex_country = {
				target = PAL
			}
		}
		PAL = {
			set_country_flag = lose_palestine
		}
	}
}
### Entity: Order of Battle
Component: Alharas Almalakiu
Constructs: division_template
Source: game
File: history/units/YEM_1936_nsb.txt

Code:
division_template = {
	name = Alharas Almalakiu
	division_names_group = YEM_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
	support = {
		light_tank_recon = {
			x = 0
			y = 0
		}
	}
}
### Entity: Idea
Component: SIA_focus_on_domestic_stability_r56_2
Constructs: has_war, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_focus_on_domestic_stability_r56_2 = {
	name = SIA_focus_on_domestic_stability_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	picture = ARG_maintain_neutrality
	modifier = {
		industry_free_repair_factor = 0.25
		resistance_target = -0.1
		min_export = 0.2
		faction_trade_opinion_factor = -0.25
	}
}
### Entity: Scripted Trigger
Component: ITA_has_disbanded_blackshirts
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_has_disbanded_blackshirts = {
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		custom_trigger_tooltip = {
			tooltip = ITA_has_disbanded_blackshirts_tt
			has_completed_focus = ITA_disband_the_blackshirts
		}
	}
	else = {
		hidden_trigger = {
			always = no
		}
	}
}
### Entity: AI Strategy
Component: EGY_historical_plan
Constructs: has_government, has_country_flag, is_historical_focus_on, has_game_rule, is_subject_of
Source: game
File: common/ai_strategy_plans/EGY_historical_strategy_plan.txt

Code:
EGY_historical_plan = {
	name = EGY: Egypt Historical AI Plan
	desc = Historical behaviour for Egypt.
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_country_flag = EGY_AI_RANDOM_HISTORICAL
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = EGY_ai_behavior
					option = DEFAULT
				}
			} {
				has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
				NOT = {
					has_game_rule = {
						rule = EGY_ai_behavior
						option = EGY_ISLAMIST
					}
				}
			}
			has_game_rule = {
				rule = EGY_ai_behavior
				option = EGY_HISTORICAL
			}
		}
	}
	abort = {
		NOT = {
			OR = {
				has_government = neutrality
				is_subject_of = ENG
				compare_autonomy_state = < autonomy_protectorate
			}
		}
	}
	ai_national_focuses = {
		EGY_egyptian_military_academy EGY_banha_industrial_sectors EGY_banque_misr EGY_expand_the_aswan_hydroelectric_facility EGY_develop_the_east EGY_national_defence_funds EGY_solidify_british_ties EGY_continue_the_status_quo EGY_pacify_the_sudanese EGY_egypts_place_in_the_empire EGY_commonwealth_research_cooperation EGY_development_in_sudan EGY_educate_the_king EGY_modernize_our_weaponry EGY_commonwealth_investors EGY_continue_british_arms_shipments EGY_british_university_of_egypt EGY_ministry_of_resources EGY_sudanese_volunteers EGY_prepare_homeland_defense EGY_logistical_brigades EGY_the_nile_strategy EGY_cairo_logistics EGY_expand_the_defence_department EGY_reinforce_the_north EGY_misr_for_trade_and_oil EGY_field_piece_research EGY_radio_technologies EGY_new_military_institute EGY_rural_education_plan EGY_influence_of_the_king EGY_egypt_serving_the_empire EGY_supply_the_empire EGY_reestablish_control_of_the_EAAF EGY_abu_suweir_air_base
	}
	traits = {
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_47
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_47 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 47
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 47
	}
}
### Entity: Character
Component: Interceptor_Emphasis
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
Interceptor_Emphasis = {
	sprite = 1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_mare_nostrum_bba
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_game_rule, is_controlled_by, is_subject
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_mare_nostrum_bba
	icon = GFX_focus_ITA_mare_nostrum
	prerequisite = {
		focus = ITA_setting_course ITA_strengthen_the_regime ITA_blackshirt_loyalty
	}
	mutually_exclusive = {
		focus = ITA_towards_a_greater_italy
	}
	x = 31
	y = 0
	offset = {
		x = -25
		y = 0
		trigger = {
			OR = {
				NOT = {
					has_dlc = By Blood Alone
				}
				AND = {
					has_dlc = By Blood Alone
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
					OR = {
						has_completed_focus = ITA_convene_the_grand_council ITA_culto_del_duce
					}
				}
			}
		}
	}
	relative_position_id = ITA_towards_a_greater_italy
	cost = 5
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			dockyard = > 0
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
		} {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = faction_template_italy_empire_faction
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE_IF = {
			limit = {
				is_faction_leader = yes
			}
			set_faction_name = italy_empire_faction
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_faction_manifest = faction_manifest_pax_romana
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		unlock_decision_tooltip = form_roman_empire
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ITA_mare_nostrum_bba
			ahead_reduction = 2
			bonus = 1.0
			uses = 1
			technology = super_heavy_tank_chassis
		} {
			name = ITA_mare_nostrum_bba
			ahead_reduction = 2
			bonus = 1.0
			uses = 1
			category = heavy_air
		}
		add_breakthrough_progre
# ... (truncated)
### Entity: Decision
Component: SPA_reassert_american_dominance
Constructs: has_completed_focus, has_war_with, fire_only_once, is_on_continent, is_subject_of, is_in_faction_with, complete_effect
Source: game
File: common/decisions/SPR.txt

Code:
SPA_reassert_american_dominance = {
	SPA_reassert_dominance = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = SPR
		}
		available = {
			strength_ratio = {
				tag = FROM
				ratio = > 2
			}
		}
		target_trigger = {
			FROM = {
				capital_scope = {
					OR = {
						is_on_continent = south_america north_america
					}
				}
				NOT = {
					is_subject_of = ROOT
				} {
					is_in_faction_with = ROOT
				} {
					has_war_with = ROOT
				} {
					original_tag = HOL DEN FRA ENG BRA BOL CAN ARG CHL PRU VEN COL MEX USA
				}
			}
		}
		fire_only_once = yes
		visible = {
			has_completed_focus = SPA_reassert_american_dominance
			tag = SPA
		}
		complete_effect = {
			FROM = {
				country_event = lar_spain.19
			}
		}
	}
}
### Entity: Idea
Component: JAP_pack_guns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_pack_guns = {
	name = JAP_pack_guns
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_artillery_regiments
	modifier = {

	}
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.1
			ap_attack = -0.2
			hard_attack = -0.2
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: VIN_the_permanent_siege
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_permanent_siege = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		conscription = 0.03
		army_core_defence_factor = 0.1
		mobilization_speed = 0.15
	}
}
### Entity: Military Industrial Organization
Component: PRC_dalian_shipbuilding_company_organization
Constructs: has_completed_focus, add_ideas, has_dlc, has_dynamic_modifier, add_trait, production_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_dalian_shipbuilding_company_organization = {
	include = generic_task_force_ship_organization
	name = PRC_dalian_shipbuilding_company_organization
	icon = GFX_idea_PRC_dalian_shipbuilding_company
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			PRC = {
				controls_state = 745
			}
			745 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	tree_header_text = {
		text = mio_header_systems
		x = 1
	} {
		text = mio_header_weapons
		x = 5
	} {
		text = PRC_dalian_shipbuilding_company_organization_header
		x = 9
	}
	add_trait = {
		token = PRC_dalian_shipbuilding_company_carrier_learners
		name = PRC_dalian_shipbuilding_company_carrier_learners
		icon = GFX_generic_mio_department_icon_ship_carrier_conversion
		special_trait_background = yes
		relative_position_id = generic_mio_trait_primary_fire_director_control
		position = {
			x = 1
			y = 0
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_carrier
		}
		available = {
			PRC = {
				has_completed_focus = PRC_carriers
			}
		}
		on_complete = {
			FROM = {
				add_ideas = PRC_refitting_bonus
			}
		}
		organization_modifier = {
			military_industrial_organization_size_up_requirement = -0.15
		}
	} {
		token = PRC_dalian_shipbuilding_company_domestic_carriers_trait
		name = PRC_dalian_shipbuilding_company_domestic_carriers_trait
		icon = GFX_generic_mio_department_icon_ship_carrier_production
		special_trait_background = yes
		relative_position_id = PRC_dalian_shipbuilding_company_carrier_learners
		all_parents = {
			PRC_dalian_shipbuilding_company_carrier_learners
		}
		position = {
			x = 0
			y = 1
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_carrier
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.25
		}
	} {
		token = PRC_dalian_shipbuilding_company_mass_production_carriers_trait
		name = PRC_dalian_shipbuilding_company_mass_production_carriers_trait
		icon = GFX_generic_mio_department_icon_ship_carrier_engine
		special_trait_background = yes
		relative_position_id = PRC_dalian_shipbuilding_company_domestic_carriers_trait
		all_parents = {
			PRC_dalian_shipbuilding_company_domestic_carriers_trait
		}
		position = {
			x = 0
			y = 1
		}
		available = {
			PRC = {
				has_completed_focus = PRC_naval_capstone
			}
		
# ... (truncated)
### Entity: Idea
Component: sasebo_naval_arsenal
Constructs: has_completed_focus, limit, research_bonus, equipment_bonus
Source: game
File: common/ideas/japan.txt

Code:
sasebo_naval_arsenal = {
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			has_completed_focus = PHI_align_with_japan
			if = {
				limit = {
					has_completed_focus = PHI_declare_military_emergency
				}
				NOT = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Event
Component: INS_revolution_events.21
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.21
	title = INS_revolution_events.21.t
	desc = INS_revolution_events.21.desc
	picture = GFX_report_event_INS_militia_occupation
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.21.a
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_seeherrschaft
Constructs: prerequisite, limit, add_ideas, completion_reward, random_navy_leader, has_trait, add_trait, is_character
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_seeherrschaft
	icon = GFX_focus_GER_seeherrschaft
	prerequisite = {
		focus = GER_high_seas_fleet
	} {
		focus = GER_unrestricted_convoy_raiding
	}
	x = 0
	y = 1
	relative_position_id = GER_atlantic_naval_dominance
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		random_navy_leader = {
			limit = {
				NOT = {
					has_trait = blue_water_expert
				}
			}
			add_trait = {
				trait = blue_water_expert
			}
			ROOT = {
				random_navy_leader = {
					limit = {
						NOT = {
							is_character = PREV.PREV
							has_trait = blue_water_expert
						}
					}
					add_trait = {
						trait = blue_water_expert
					}
				}
			}
		}
		add_ideas = GER_seeherrschaft_ns
	}
}
### Entity: Event
Component: belgium.28
Constructs: is_triggered_only, ai_chance, has_war_with, is_puppet, is_in_faction_with, is_faction_leader, add_to_faction, add_ai_strategy
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.28
	title = belgium.28.t
	desc = belgium.28.d
	picture = GFX_report_event_communism_belgium
	is_triggered_only = yes
	option = {
		name = belgium.28.a
		ai_chance = {
			base = 30
		}
		BEL = {
			puppet = HOL
		}
	} {
		name = belgium.28.b
		ai_chance = {
			base = 10
		}
		trigger = {
			HOL = {
				is_puppet = no
			}
			NOT = {
				has_war_with = ENG
			} {
				any_other_country = {
					is_in_faction_with = ENG
					has_war_with = HOL
				}
			}
			ENG = {
				is_faction_leader = yes
			}
		}
		ENG = {
			add_to_faction = HOL
		}
		HOL = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
	} {
		name = belgium.28.c
		ai_chance = {
			base = 60
		}
		BEL = {
			declare_war_on = {
				target = HOL
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: Idea
Component: PER_reorganization_of_the_state
Constructs: has_government, removal_cost, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_reorganization_of_the_state = {
	picture = generic_fascism_drift_2
	removal_cost = -1
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = 0.05
		local_resources_factor = 0.15
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Idea
Component: KMT_free_china_movement
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_free_china_movement = {
	picture = BRA_dasp
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.0025
		democratic_drift = 0.04
		political_power_factor = 0.03
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_special_air_service
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_special_air_service
	prerequisite = {
		focus = general_rearmament_focus
	}
	available = {

	}
	continue_if_invalid = yes
	icon = GFX_focus_eng_special_air_service
	x = 0
	y = 1
	relative_position_id = general_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = ENG_special_air_service_idea
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = ENG_david_stirling
	}
}
### Entity: AI Strategy
Component: default_recruit_naval_scientist
Source: game
File: common/ai_strategy/default.txt

Code:
default_recruit_naval_scientist = {
	enable = {
		OR = {
			can_assign_supportive_scientist_to_faction = specialization_naval
			naval_facility = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_naval
		value = 100
	}
}
### Entity: Character
Component: AFG_cautious_modernizer
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_cautious_modernizer = {
	random = no
	sprite = 13
	stability_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	fascism_acceptance = 50
	democratic_acceptance = -50
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_claim_lithuania_minor
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid, add_core_of, create_wargoal, take_state_focus
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_claim_lithuania_minor
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = LIT_fortify_memel
	}
	x = -2
	y = 0
	relative_position_id = LIT_claim_livonia
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction_with = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		763 = {
			add_core_of = ROOT
		} {
			owner = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						generator = {
							763
						}
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_temporary_construction_bonus_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_temporary_construction_bonus_idea = {
	picture = ARG_construction_guilds
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Idea
Component: MAN_towards_corporatism
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_towards_corporatism = {
	allowed = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = SOV_russian_corporate_state_ccp_sov_compatibility
	modifier = {
		production_speed_arms_factory_factor = 0.035
		war_support_factor = 0.025
	}
}
### Entity: Character
Component: navy_chief_decisive_battle_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_decisive_battle_2 = {
	sprite = 3
	navy_capital_ship_attack_factor = 0.1
	navy_capital_ship_defence_factor = 0.1
	navy_screen_attack_factor = 0.1
	navy_screen_defence_factor = 0.1
	experience_gain_navy = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: SIA_rama_viii_curb_influence_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_rama_viii_curb_influence_r56 = {
	name = SIA_rama_viii_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = SIA_rama_viii
	traits = {
		SIA_absent_monarch_curb_influence_r56
	}
}