Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gua_focus
Component: GUA_invite_french_nobility
Constructs: prerequisite, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea, swap_country_leader_traits
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_invite_french_nobility
	icon = GFX_goal_generic_aristocratic_cooperation
	prerequisite = {
		focus = GUA_ties_with_the_anti_bonapartists
	}
	x = 0
	y = 1
	relative_position_id = GUA_ties_with_the_anti_bonapartists
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GUA_anti_bonapartist_ties
			add_idea = GUA_anti_bonapartist_ties_2
		}
		GUA_jorge_ubico_castaneda = {
			swap_country_leader_traits = {
				remove = GUA_illegitimate_pretender_1
				add = GUA_illegitimate_pretender_2
				ideology = absolute_monarchism
			}
		}
	}
}
### Entity: Decision
Component: INS_national_revolution_dutch_cat
Constructs: has_completed_focus, has_country_flag, is_controlled_by, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_national_revolution_dutch_cat = {
	icon = GFX_decision_category_INS_national_revolution
	priority = 100
	visible_when_empty = yes
	scripted_gui = INS_revolution_scripted_gui
	on_map_area = {
		target_array = INS.owned_states_at_game_start
		target_trigger = {
			FROM = {
				is_controlled_by = INS
			}
		}
		name = INS_national_revolution_dutch_cat_map
		zoom = 600
	}
	allowed = {
		OR = {
			original_tag = HOL
		}
		has_dlc = Thunder at Our Gates
	}
	visible = {
		INS = {
			has_completed_focus = INS_the_declaration_of_independence
			has_country_flag = {
				flag = INS_revolution_has_started
			}
		}
	}
}
### Entity: Character
Component: HUN_national_socialist_irredentist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_national_socialist_irredentist = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	war_support_factor = 0.1
	justify_war_goal_time = -0.15
}
### Entity: Character
Component: NOR_joakim_lehmkuhl
Constructs: has_completed_focus
Source: game
File: common/characters/NOR.txt

Code:
NOR_joakim_lehmkuhl = {
	name = NOR_joakim_lehmkuhl
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_joakim_lehmkuhl_small
		}
	}
	allowed_civil_war = {
		OR = {
			NOR_char_cw_fascist = yes
			NOR_char_cw_conservative = yes
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_joakim_lehmkuhl
		allowed = {
			NOR_AAT = yes
		}
		available = {
			has_completed_focus = NOR_approach_the_fatherland_league
		}
		traits = {
			NOR_conservative_businessman
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_coal_based_industry
Constructs: prerequisite, add_ideas, completion_reward, has_tech, modify_building_resources
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_coal_based_industry
	icon = GFX_goal_generic_coal_mining
	prerequisite = {
		focus = TAN_Excavation
	} {
		focus = TAN_exploit_the_ulugh_khem_coal_basin
	}
	relative_position_id = TAN_Excavation
	x = 2
	y = 1
	cost = 10
	available = {
		has_tech = excavation3
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = ROM_extensive_coal_mining_idea
		modify_building_resources = {
			building = steel_mill
			resource = steel
			amount = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_officers_training
Constructs: prerequisite, add_ideas, add_war_support, has_country_flag, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_officers_training
	prerequisite = {
		focus = BHU_first_inspection
	}
	relative_position_id = BHU_first_inspection
	icon = GFX_focus_generic_military_mission
	x = -1
	y = 1
	cost = 8
	available = {
		has_country_flag = bhutan_improved_military_standards
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_war_support = 0.05
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_military_high_command
		add_ideas = ABC_establish_a_general_staff_idea_1
		show_ideas_tooltip = BHU_ugyen_tanghi BHU_namgyal_bahadur2
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Template
Component: KOR_DD_MONARCHY
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_DD_MONARCHY = {
	name = Imperial ship names
	for_countries = {
		KOR
	}
	can_use = {
		has_government = neutrality
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = KES 
	fallback_name = Destroyer %d
	unique = {
		Nongo Soju Huangfeng Komar Sin Hung Ku Song Daedong Chungmu Seoul Busan Chungbuk Jeonbuk Daegu Incheon Daejeon Gwangju Gangwon Gyeonggi Jeonju Chungnam Gyeongnam Asan Ungpo Gyeongbuk Jeonnam Jeju Sejong Daewang Yulgok Yi I Seoae Ryu Sungryong Chungmugong Yi Sunshin Munmu Daewang Dae Joyeong Wang Geon Kang Gam-chan Choi Young Kwanggaeto Daewang Ulchi Moonduk Yang Manchoon
	}
}
### Entity: State History
Component: 151
Constructs: add_core_of
Source: game
File: history/states/151-Eastern Swiss Alps.txt

Code:
state = {
	id = 151
	name = STATE_151
	manpower = 598920
	state_category = rural
	resources = {
		aluminium = 15
	}
	history = {
		owner = SWI
		victory_points = {
			658 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		add_core_of = SWI
	}
	provinces = {
		658 661 3660 3662 11601
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: SPA_crusade_against_democracy_9
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_9 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.1
		army_attack_factor = 0.1
		army_org_factor = 0.1
		training_time_factor = -0.2
		conscription = 0.05
		army_morale_factor = 0.15
		political_power_factor = 0.1
	}
}
### Entity: Military Industrial Organization
Component: ARG_astarsa_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ARG_organization.txt

Code:
ARG_astarsa_organization = {
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_ARG_astarsa
	allowed = {
		has_dlc = Trial of Allegiance
		tag = ARG
	}
}
### Entity: Country History
Country: YEM
Component: YEM_technology
Constructs: set_technology
Source: game
File: history/countries/YEM - Yeman.txt

Code:
# Starting Technologies for YEM
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: KMT_the_politburo2
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_politburo2 = {
	removal_cost = -1
	picture = SOV_the_politburo_ccp_2d_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.05
	}
}
### Entity: Country History
Country: SWE
Component: SWE_misc
Constructs: recruit_character, add_equipment_to_stockpile, set_stability, limit, add_ideas, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/SWE - Sweden.txt

Code:
# Misc for SWE
capital = 141
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = SWE_1936_naval_mtg
	else = {
		set_naval_oob = SWE_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = SWE_1936_air_bba
	set_technology = {
		iw_small_airframe = 1
		aa_lmg = 1
		engines_1 = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = SWE_1936_air_legacy
		set_technology = {
			CAS1 = 1
			early_fighter = 1
			naval_bomber1 = 1
			cv_naval_bomber1 = 1
			early_bomber = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	add_ideas = {
		SWE_hungershield SWE_severe_lack_of_ammunition SWE_gustaf_v_idea
	}
	add_dynamic_modifier = {
		modifier = SWE_folkhemmet
	}
	set_stability = 0.47
	set_war_support = 0.05
}
{
	limit = {
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	add_ideas = {
		en_svensk_tiger neutrality_idea
	}
	set_stability = 0.9
	set_war_support = 0.1
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		coastal_defense_ships = 1
		mtg_transport = 1
		early_ship_hull_carrier = 1
		early_ship_hull_heavy = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Draken Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 1
			sub_engine_upgrade = 1
			sub_stealth_upgrade = 1
			sub_torpedo_upgrade = 1
		}
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	create_equipment_variant = {
		name = Svenska Jaktfalken
		type = small_plane_airframe_0
		modules = {
			fixed_main_weapon_slot 
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_five_year_plan
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_five_year_plan
	icon = GFX_goal_generic_communist_economy
	x = 1
	y = 1
	available = {
		has_government = communism
		has_country_flag = {
			flag = AFG_counter_for_five_year_plan
			days = > 365
		}
		custom_trigger_tooltip = {
			tooltip = AFG_counter_for_five_year_plan_days_tt
			has_country_flag = {
				flag = AFG_counter_for_five_year_plan
				days = > 365
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_begin_colectivization
	}
	relative_position_id = AFG_begin_colectivization
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = AFG_five_year_plan_idea
			days = 1875
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.05
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHI_hyper_inflation_none
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_hyper_inflation_none = {
	picture = chi_hyper_inflation
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: Character
Component: CSA_georges_vereecken
Source: game
File: common/characters/CSA.txt

Code:
CSA_georges_vereecken = {
	advisor = {
		slot = navy_chief
		idea_token = CSA_georges_vereecken
		allowed = {
			original_tag = CSA
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}
### Entity: Order of Battle
Component: air_wing_202
Source: game
File: history/units/UKR_1936_air_bba.txt

Code:
air_wings = {
	202 = {
		small_plane_airframe_0 = {
			owner = USA
			amount = 10
			version_name = P-26A
		}
		small_plane_cas_airframe_0 = {
			owner = USA
			amount = 20
			version_name = A-12
		}
	}
}
### Entity: Idea
Component: AUS_constricted_parliament
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_constricted_parliament = {
	picture = generic_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		democratic_drift = -0.02
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_swear_fealty
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_defensive_war, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_swear_fealty
	icon = GFX_focus_CZE_german_puppet
	x = 0
	y = 1
	prerequisite = {
		focus = PER_capital_protect PER_secure_coastline
	}
	mutually_exclusive = {
		focus = PER_push_negotiations
	}
	relative_position_id = PER_capital_protect
	cost = 5
	available = {
		has_defensive_war = yes
		surrender_progress = > 0.15
	}
	bypass = {
		is_subject = yes
	}
	cancel_if_invalid = yes
	available_if_capitulated = yes
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_swear_fealty_tt CHL_skip_one_line_tt
		IF = {
			limit = {
				is_subject = no
			}
			every_enemy_country = {
				IF = {
					limit = {
						has_country_flag = PER_invading_country_flag
						NOT = {
							OR = {
								has_global_flag = SOV_soviet_invasion_of_iran_flag SOV_agreed_anglo_soviet_invasion_of_iran_flag
							}
						}
					}
					country_event = {
						id = PER_imperial_events.180
						hours = 12
					}
				}
				ELSE_IF = {
					limit = {
						has_war_with = PER
						original_tag = ENG
					}
					country_event = {
						id = PER_imperial_events.120
						hours = 2
					}
				} {
					limit = {
						has_war_with = PER
						original_tag = SOV
					}
					country_event = {
						id = PER_imperial_events.130
						hours = 2
					}
				} {
					limit = {
						has_war_with = PER
						original_tag = SOV
						has_global_flag = SOV_soviet_invasion_of_iran_flag
					}
					country_event = {
						id = PER_imperial_events.120
						hours = 2
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_occupy_dalmatia_success_effect
Constructs: has_completed_focus, limit, add_war_support, add_political_power, add_popularity, is_fully_controlled_by, has_resistance, add_compliance
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_occupy_dalmatia_success_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_to_live_as_a_lion
			}
		}
		add_political_power = 50
		add_war_support = 0.03
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		if = {
			limit = {
				103 = {
					is_fully_controlled_by = ROOT
					has_resistance = yes
				}
			}
			103 = {
				add_compliance = 5
				add_resistance = -5
			}
			every_controlled_state = {
				limit = {
					is_core_of = YUG
					is_fully_controlled_by = ROOT
					NOT = {
						state = 103
					}
					has_resistance = yes
				}
				add_compliance = 5
				add_resistance = -5
			}
		} {
			limit = {
				has_subject_autonomy_feature = yes
			}
			if = {
				limit = {
					103 = {
						controller = {
							has_full_control_of_state = PREV
							is_subject_of = ROOT
						}
					}
				}
				103 = {
					controller = {
						add_autonomy_score = {
							value = -35
							localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
						}
						every_other_country = {
							limit = {
								is_subject_of = ROOT
								capital_scope = {
									is_core_of = YUG
									is_fully_controlled_by = PREV
								}
							}
							add_autonomy_score = {
								value = -35
								localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
							}
						}
					}
				}
			}
			else = {
				custom_effect_tooltip = ITA_missiolini_occupy_dalmatia_subject_effects
				effect_tooltip = {
					add_autonomy_score = {
						value = -35
						localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = ITA_missiolini_occupy_dalmatia_occupation_effects
		}
	}
	else = {
		add_political_power = 65
		add_war_support = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		if = {
			limit = {
				103 = {
					is_fully_controlled_by = ROOT
					has_resistance = yes
				}
			}
			103 = {
				add_compliance = 5
				add_resistance = -5
			}
			every_controlled_state = {
				limit = {
					is_core_of = YUG
					is_fully_controlled_by = ROOT
					NOT = {
						state = 103
					}
					has_resistance = yes
				}
				add_compliance = 5
				add_resistance = -5
			}
		} {
			limit = {
				has_subject_autonomy_feature = yes
			}
			if = {
				limit = {
					103 = {
						controll
# ... (truncated)
### Entity: Name List
Component: KHL
Source: game
File: common/names/00_names.txt

Code:
KHL = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_call_for_aid
Constructs: limit, has_war_with, add_war_support, completion_reward, allow_branch, cancel_if_invalid, is_subject
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_call_for_aid
	icon = GFX_focus_CHI_weaponise_the_faithful
	x = 42
	y = 0
	cost = 5
	mutually_exclusive = {
		focus = KHM_strike_the_governor
	}
	ai_will_do = {
		base = 20
	}
	allow_branch = {
		tag = KHM
	}
	available = {
		has_war_with = SIK
	}
	bypass = {
		SIK = {
			exists = no
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.1
		IF = {
			limit = {
				CHI = {
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			CHI = {
				country_event = {
					id = SEA_warlords.6
					hours = 6
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_ban_the_PVP
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_ban_the_PVP
	icon = GFX_goal_attack_communists
	prerequisite = {
		focus = COS_approach_the_nazistas
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	x = -1
	y = 1
	relative_position_id = COS_approach_the_nazistas
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = -25
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.25
		}
	}
}
### Entity: Event
Component: WW_hungary.106
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.106
	title = WW_hungary.106.t
	desc = WW_hungary.106.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.106.a
		ai_chance = {
			factor = 80
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	} {
		name = WW_hungary.106.b
		ai_chance = {
			factor = 20
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	}
}
### Entity: AI Strategy
Component: ENG_super_boost_armor_div_med
Constructs: division_template, has_tech, has_template_ai_majority_unit
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_super_boost_armor_div_med = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			has_tech = basic_medium_tank basic_medium_tank_chassis
		}
		NOT = {
			has_template_ai_majority_unit = medium_armor
		}
		date = > 1940.1.1
	}
	abort = {
		has_template_ai_majority_unit = medium_armor
	}
	ai_strategy = {
		type = land_xp_spend_priority
		id = division_template
		value = 100
	} {
		type = template_prio
		id = light_armor
		value = 100
	} {
		type = template_prio
		id = medium_armor
		value = 150
	} {
		type = template_prio
		id = motorized
		value = 200
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_nationalism
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_nationalism
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CHI_three_principles_of_the_people
	}
	x = 4
	y = 1
	relative_position_id = CHI_three_principles_of_the_people
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}