Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_fund_the_army
Constructs: prerequisite, has_government, completion_reward, has_army_manpower, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_fund_the_army
	icon = GFX_goal_italy_redirect_military_fundings
	x = 1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
		has_army_manpower = {
			size = < 150001
		}
	}
	prerequisite = {
		focus = AFG_purge_the_nationalists AFG_bolster_the_nationalists
	}
	bypass = {
		has_army_manpower = {
			size = > 150000
		}
	}
	relative_position_id = AFG_bolster_the_nationalists
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_fund_army
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_propse_the_formation_of_mengjiang
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_popularity, every_state, is_core_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_propse_the_formation_of_mengjiang
	icon = GFX_focus_JAP_mengjiang_united_autonomous_government
	available = {
		controls_state = 611 612 621 746 1122
	}
	prerequisite = {
		focus = MEN_the_spirit_of_genghis MEN_servants_of_the_empire
	}
	relative_position_id = MEN_the_spirit_of_genghis
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			has_completed_focus = MEN_request_mongol_territories
			factor = 10
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		add_stability = 0.05
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 611 612 621 746 1122
				}
			}
			add_core_of = ROOT
		}
		add_state_claim = 616 1119
		custom_effect_tooltip = r56_newline
		set_cosmetic_tag = MEN_MGA
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Decision
Component: POL_peasant_strike_category
Constructs: has_idea
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_peasant_strike_category = {
	icon = GFX_decision_category_generic_crisis
	allowed = {
		original_tag = POL
	}
	visible = {
		OR = {
			has_idea = POL_looming_peasants_strike POL_great_peasants_strike
		}
	}
	priority = 100
}
### Entity: National Focus
Tree: per_focus
Component: PER_train_tank_commanders
Constructs: prerequisite, completion_reward, random_army_leader, add_unit_leader_trait
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_train_tank_commanders
	icon = GFX_focus_ETH_ecole_militaire_haile_selassie_1er
	prerequisite = {
		focus = PER_future_of_war
	}
	x = 0
	y = 2
	relative_position_id = PER_future_of_war
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = PER_add_panzer_leader_trait_tt
		hidden_effect = {
			random_army_leader = {
				add_unit_leader_trait = panzer_leader
			} {
				add_unit_leader_trait = panzer_leader
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Capital.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
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The following pages link to Capital:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Country ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Australia ‎ (← links | edit)

Turkey ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

New Zealand ‎ (← links | edit)

British Raj ‎ (← links | edit)

Cuba ‎ (← links | edit)

Hungary ‎ (← links | edit)

Slovakia ‎ (← links | edit)

Paraguay ‎ (← links | edit)

Tannu Tuva ‎ (← links | edit)

Philippines ‎ (← links | edit)

Mexico ‎ (← links | edit)

Tibet ‎ (← links | edit)

Nationalist Spain ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Capital"
### Entity: Event
Component: ireland.5
Constructs: is_triggered_only, ai_chance, set_autonomy, add_offsite_building, set_cosmetic_tag
Source: game
File: events/r56_ireland.txt

Code:
country_event = {
	id = ireland.5
	title = ireland.5.t
	desc = ireland.5.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ireland.5.a
		ai_chance = {
			base = 95
		}
		ENG = {
			puppet = IRE
		}
		set_autonomy = {
			target = IRE
			autonomy_state = autonomy_dominion
			freedom_level = 0.2
		}
		IRE = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			country_event = {
				id = ireland.7
			}
			set_cosmetic_tag = IRE_IRELAND_DOMINION
		}
	} {
		name = ireland.5.b
		IRE = {
			country_event = {
				id = ireland.6
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Licences
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Licences
	text = GEN_purchase_foreign_licenses
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = TAN_American_Air TAN_Japanese_Heavy TAN_Soviet_Heavy_Industry
	}
	x = 1
	y = 2
	offset = {
		x = -1
		y = 0
		trigger = {
			tag = SOV
		}
	}
	relative_position_id = TAN_Automobile
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = GEN_Licences_I
		custom_effect_tooltip = TAN_Licences_EXPL
	}
}
### Entity: Character
Component: captain_of_industry
Source: game
File: common/country_leader/00_traits.txt

Code:
captain_of_industry = {
	sprite = 10
	random = yes
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_synthetic_refinery_factor = 0.1
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.8
			date = < 1939.1.1
		}
	}
}
### Entity: Event
Component: IRQ_political_events.76
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.76
	title = IRQ_political_events.76.t
	desc = IRQ_political_events.76.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.76.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_flamethrower_support_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_medium_flamethrower_support_tech_focus = {
	OR = {
		EAI_MARM_equipment_production = yes
		EAI_HARM_equipment_production = yes
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
}
### Entity: Idea
Component: alternate_political_dockworker_strike
Constructs: removal_cost
Source: game
File: common/ideas/_event.txt

Code:
alternate_political_dockworker_strike = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		industrial_capacity_dockyard = -0.25
	}
}
### Entity: Character
Component: QAT_abdullah_bin_jassim_al_thani
Source: game
File: common/characters/QAT.txt

Code:
QAT_abdullah_bin_jassim_al_thani = {
	name = Abdullah bin Jassim Al Thani
	portraits = {
		civilian = {
			large = gfx/leaders/QAT/r56_portrait_QAT_Abdullah_bin_Jassim_Al_Thani.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		traits = {
			stout_defender
		}
		expire = 1965.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Unit Template
Component: ALB_MNT_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_MNT_01 = {
	name = Mountain Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %s Bjeshkë Këmbësori Pjesëtim
	ordered = {
		1 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		2 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		3 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		4 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		5 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		6 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		7 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		8 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		9 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
		10 = {
			%s Bjeshkë Këmbësori Pjesëtim
		}
	}
}
### Entity: State History
Component: 799
Constructs: add_core_of
Source: game
File: history/states/799-Hatay.txt

Code:
state = {
	id = 799
	name = STATE_799
	provinces = {
		12029
	}
	manpower = 234379
	state_category = enclave
	history = {
		owner = SYR
		add_core_of = TUR SYR
		victory_points = {
			12029 1
		}
		buildings = {
			infrastructure = 1
		}
		1938.9.30 = {
			owner = TUR
			controller = TUR
		}
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_open_trade
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, check_variable, is_ai, add_days_mission_timeout
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_open_trade
	icon = GFX_goal_free_trade
	relative_position_id = MPL_liberalize_economy
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_liberalize_economy
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_supports_above_70
			OR = {
				AND = {
					check_variable = {
						MPL_arab_support = > 69
					} {
						MPL_jewish_support = > 69
					} {
						MPL_minority_support = > 69
					}
				}
				is_ai = yes
			}
		}
	}
	ai_will_do = {
		factor = 100
	}
	cost = 10
	completion_reward = {
		add_days_mission_timeout = {
			mission = MPL_stabilize_union_mission
			days = 100
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = free_trade
			}
			add_political_power = 100
		} {
			limit = {
				has_idea = MPL_two_people_union_1
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_2
				remove_idea = MPL_two_people_union_1
			}
		}
		else = {
			add_ideas = free_trade
		} {
			effect_tooltip = {
				swap_ideas = {
					add_idea = MPL_two_people_union_3
					remove_idea = MPL_two_people_union_2
				}
			}
		}
		else_if = {
			limit = {
				has_idea = MPL_two_people_union_2
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_3
				remove_idea = MPL_two_people_union_2
			}
		} {
			limit = {
				has_idea = MPL_two_people_union_3
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_4
				remove_idea = MPL_two_people_union_3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Order of Battle
Component: Jing'an Jun
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/MAN_1936.txt

Code:
division = {
	name = Jing'an Jun
	location = 4572
	division_template = Huncheng Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: JAP_tadaichi_wakamatsu
Source: game
File: common/characters/JAP.txt

Code:
JAP_tadaichi_wakamatsu = {
	name = JAP_tadaichi_wakamatsu
	portraits = {
		army = {
			large = GFX_portrait_JAP_tadaichi_wacamatsu
			small = GFX_portrait_JAP_tadaichi_wacamatsu_small
		}
	}
	corps_commander = {
		traits = {
			infantry_leader career_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Character
Component: KYR_acgs
Source: game
File: common/characters/KYR.txt

Code:
KYR_acgs = {
	advisor = {
		slot = air_chief
		idea_token = KYR_acgs
		allowed = {
			original_tag = KYR
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/ship_hull_submarine.txt

Code:
equipments = {
	ship_hull_submarine = {
		year = 1922
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		type = submarine
		group_by = archetype
		priority = 2500
		upgrades = {
			ship_reliability_upgrade sub_engine_upgrade sub_stealth_upgrade sub_torpedo_upgrade
		}
		interface_category = interface_category_other_ships
		module_slots = {
			fixed_ship_torpedo_slot = {
				required = yes
				allowed_module_categories = {
					ship_torpedo_sub
				}
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					sub_ship_engine
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo_sub ship_mine_layer_sub
				}
			}
		}
		module_count_limit = {
			category = ship_radar
			count = < 2
		}
		default_modules = {
			fixed_ship_torpedo_slot = empty
			fixed_ship_engine_slot = sub_ship_engine_1
			rear_1_custom_slot = empty
		}
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		armor_value = 0
		surface_detection = 20
		sub_detection = 0
		surface_visibility = 1
		sub_visibility = 22
		naval_speed = 13
		reliability = 0.6
		naval_range = 2000
		max_strength = 15
		fuel_consumption = 1
		build_cost_ic = 320
		resources = {
			steel = 1
		}
		manpower = 200
		naval_dominance_factor = 9
		naval_weather_penalty_factor = 1
	}
	ship_hull_submarine_1 = {
		abbreviation = heb
		year = 1922
		archetype = ship_hull_submarine
		priority = 2500
		module_slots = inherit
		naval_dominance_factor = 9
	}
	ship_hull_submarine_2 = {
		abbreviation = hec
		year = 1936
		archetype = ship_hull_submarine
		priority = 2500
		parent = ship_hull_submarine_1
		module_slots = {
			fixed_ship_torpedo_slot = inherit
			fixed_ship_engine_slot = inherit
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo_sub ship_mine_layer_sub ship_radar
				}
			}
		}
		default_modules = {
			rear_1_custom_slot = empty
			fixed_ship_engine_slot = sub_ship_engine_2
		}
		sub_visibility = 20
		naval_speed = 17
		reliability = 0.7 0.7
		naval_dominance_factor = 11
		naval_range = 25
# ... (truncated)
### Entity: Idea
Component: SWE_increased_military_budget
Constructs: war_support_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_increased_military_budget = {
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_callistas
	modifier = {
		political_power_factor = -0.2
		war_support_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
		consumer_goods_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: indonesia_transfer_BLI
Constructs: limit, set_nationality, remove_country_leader_role, save_global_event_target_as, every_possible_country, has_character, random_character, is_character
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_transfer_BLI = {
	if = {
		limit = {
			country_exists = BLI
		}
		BLI = {
			INS_dewa_geg = {
				set_nationality = INS
				remove_country_leader_role = {
					ideology = despotism
				}
				save_global_event_target_as = INS_dewa_geg
			}
		}
	}
	else = {
		every_possible_country = {
			limit = {
				has_character = INS_dewa_geg
			}
			random_character = {
				limit = {
					is_character = INS_dewa_geg
				}
				set_nationality = INS
				save_global_event_target_as = INS_dewa_geg
			}
		}
	}
}
### Entity: Country History
Country: AST
Component: AST_army
Source: game
File: history/countries/AST - Australia.txt

Code:
# OOB & Army Setup for AST
oob = AST_1936
### Entity: Idea
Component: CHL_compania_general_electricidad
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_compania_general_electricidad = {
	picture = CHL_cge
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_merge_industries
Constructs: prerequisite, limit, completion_reward, has_idea, every_core_state, has_state_category, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_merge_industries
	icon = GFX_focus_generic_the_giant_wakes
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_dreams_of_federation
	prerequisite = {
		focus = LUX_dreams_of_federation
	}
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	completion_reward = {
		every_core_state = {
			limit = {
				OR = {
					has_state_category = city enclave
				}
				is_controlled_by = ROOT
			}
			r56_state_category_level_up = yes
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				OR = {
					state = 6 7 8
				}
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
			} {
				type = arms_factory
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: VIN_ARM_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_ARM_02 = {
	name = Armored Division
	for_countries = {
		VIN
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dème Division Cuirassée
	ordered = {
		1 = {
			%dère Division Cuirassée
		}
		2 = {
			%dème Division Cuirassée
		}
		3 = {
			%dème Division Cuirassée
		}
		4 = {
			%dème Division Cuirassée
		}
		5 = {
			%dème Division Cuirassée
		}
		6 = {
			%dème Division Cuirassée
		}
		7 = {
			%dème Division Cuirassée
		}
		8 = {
			%dème Division Cuirassée
		}
		9 = {
			%dème Division Cuirassée
		}
		10 = {
			%dème Division Cuirassée
		}
	}
}
### Entity: Event
Component: englandmod.15
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.15
	title = englandmod.15.t
	desc = englandmod.15.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = englandmod.15.a
	}
}
### Entity: Event
Component: cityfall.24
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.24
	title = cityfall.24.t
	desc = cityfall.24.d
	picture = GFX_news_event_fall_of_belgrade
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_belgrade
	}
	option = {
		name = cityfall.24.a
		trigger = {
			NOT = {
				TAG = YUG ITA
			}
		}
	} {
		name = cityfall.24.b
		trigger = {
			TAG = ITA
		}
	} {
		name = cityfall.24.c
		trigger = {
			TAG = YUG
		}
	}
}
### Entity: Idea
Component: PRC_soviet_tribute_3
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
PRC_soviet_tribute_3 = {
	name = PRC_soviet_tribute
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	targeted_modifier = {
		tag = SOU
		cic_to_target_factor = 0.15
		mic_to_target_factor = 0.25
		extra_trade_to_target_factor = 0.6
		trade_cost_for_target_factor = -0.5
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_substitution_technologies
Constructs: prerequisite, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_substitution_technologies
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = PRU_national_research_grants
	}
	x = 1
	y = 1
	relative_position_id = PRU_national_research_grants
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_controlled_states = > 0
		has_tech = synth_oil_experiments
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_return_of_voldemaras
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_return_of_voldemaras
	icon = GFX_goal_generic_demand_territory
	relative_position_id = LIT_voldemarininkai_coup
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_voldemarininkai_coup
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		promote_character = LIT_r56_augustinas_voldemaras
		add_stability = 0.1
		add_political_power = 120
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: ENG_trade_with_poland
Constructs: has_government
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_trade_with_poland = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			POL = {
				has_government = neutrality
			} {
				has_government = democratic
			}
		}
		has_government = democratic
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = POL
		value = 60
	}
}