Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_expand_strategic_production_r56
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_expand_strategic_production_r56
	prerequisite = {
		focus = POR_syndicalize_the_vital_sectors POR_prioritize_economic_stability
	} {
		focus = POR_avenge_our_overseas_losses
	}
	icon = GFX_goal_generic_destruction_civil_war
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_prioritize_economic_stability
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		unlock_decision_tooltip = POR_factory_recruitment_drive
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_direct_farmland_to_industrial_projects_which_grants_tt generic_skip_one_line_tt
			if = {
				limit = {
					OR = {
						has_completed_focus = POR_solidify_the_economic_reforms POR_restore_economic_stability
					}
				}
				add_political_power = 30
			} {
				limit = {
					has_idea = POR_the_question_of_nationalization_idea
				}
				swap_ideas = {
					remove_idea = POR_the_question_of_nationalization_idea
					add_idea = POR_slow_collectivization
				}
			}
			else_if = {
				limit = {
					has_idea = POR_transitioning_to_a_mixed_economy
				}
				swap_ideas = {
					remove_idea = POR_transitioning_to_a_mixed_economy
					add_idea = POR_slow_collectivization
				}
			} {
				limit = {
					has_idea = POR_slow_collectivization
				}
				swap_ideas = {
					remove_idea = POR_slow_collectivization
					add_idea = POR_heavy_handed_central_planning
				}
			} {
				limit = {
					has_idea = POR_heavy_handed_central_planning
				}
				swap_ideas = {
					remove_idea = POR_heavy_handed_central_planning
					add_idea = POR_looming_economic_disaster
				}
			}
			else = {
				add_stability = -0.03
				add_popularity = {
					ideology = ROOT
					popularity = -0.02
				}
			}
			random_owned_controlled_state = {
				limit = {
					OR = {
						state = 179 795 181
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: hungary.2
Constructs: is_triggered_only, add_opinion_modifier, add_timed_idea, set_country_flag
Source: game
File: events/Hungary.txt

Code:
country_event = {
	id = hungary.2
	title = hungary.2.t
	desc = hungary.2.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = hungary.2.a
		HUN = {
			transfer_state = 76
			add_opinion_modifier = {
				target = GER
				modifier = GER_align_hungary
			}
			add_timed_idea = {
				idea = fascist_influence
				days = 365
			}
		}
		hidden_effect = {
			ROM = {
				set_country_flag = second_vienna_accepted_north
			}
		} {
			country_event = {
				days = 1
				id = news.15
			}
		}
	}
}
### Entity: Effect Reference
Construct: unlock_subunit
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_subunit

* Supported Scopes: COUNTRY
* Supported Targets: none

Unlocks the specified subunit for the country.

	### Examples
	```
	GER = {
		unlock_subunit = rangers_support
	}
	```
### Entity: Country History
Country: BRM
Component: BRM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BRM - Burma.txt

Code:
# Politics & Parties for BRM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 72
	fascism = 2
	communism = 14
	neutrality = 12
}
### Entity: National Focus
Tree: pol_focus
Component: POL_commerce_attack
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_commerce_attack
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = POL_import_submarine_technology
	}
	x = 1
	y = 1
	relative_position_id = POL_import_submarine_technology
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_commerce_attack
			cost_reduction = 0.5
			uses = 1
			category = submarine_doctrine
		}
	}
}
### Entity: Modding Documentation
Construct: log
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## log
Sets the accumulator to its logarithm in the given base.

Note: this is computed with a numerical approximation and may produce small rounding errors (e.g. 3.00001 instead of 3). Follow with `round = yes` if you need an exact integer result.
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALogistics.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Logistics.png &#8206;(935 × 983 pixels, file size: 1.12 MB, MIME type: image/png)
### Entity: Scripted Trigger
Component: AST_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = AST_AI_BEHAVIOR
				option = DEFAULT
			}
		}
		has_country_flag = AST_AI_RANDOM_TAOG_HISTORICAL
		has_game_rule = {
			rule = AST_AI_BEHAVIOR
			option = HISTORICAL
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_160
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_160 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 160
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 160
	}
}
### Entity: Trigger Reference
Construct: has_project_flag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_project_flag

* Supported Scopes: SPECIAL_PROJECT
* Supported Targets: any

```
Check if flag has been set within the special project in scope.
May checks on the value or date/days since last modified date.
Examples:
has_project_flag = my_flag
has_project_flag = {
	flag = my_flag (mandatory)
	value < 12 (optional)
	date > 1936.3.25 (optional, compare with the date where the flag was last modified )
	days > 365 (optional, compare with the number of days since the flag was last modified )
}
```
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_mission_type_tactics
Constructs: has_subdoctrine_in_track, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_mission_type_tactics = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_FOCUS_LAND_DOCTRINE_last_stand = yes
		EAI_FOCUS_LAND_DOCTRINE_guerilla_war = yes
		EAI_FOCUS_LAND_DOCTRINE_expeditionary_warfare = yes
	} {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine_path = global.EAI_LEFT_PATH
		}
	}
}
### Entity: Combat Tactic
Component: tactic_masterful_blitz
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_masterful_blitz = {
	only_show_for = SOV
	is_attacker = yes
	trigger = {
		is_attacker = yes
		hardness = > 0.5
		phase = no
		OR = {
			skill = > 2
			has_trait = panzer_leader
			skill_advantage = > 1
		}
	}
	active = no
	base = {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_expert combined_arms_expert
			}
		}
	}
	picture = SOV_tank_desant_blitz
	countered_by = tactic_elastic_defense
	attacker_movement_speed = 0.5
	combat_width = 0.1
	attacker = 0.2
	defender = -0.2
}
### Entity: Idea
Component: GER_joint_military_drills_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_joint_military_drills_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	picture = tur_coordinated_balkan_armed_forces
	modifier = {
		experience_gain_army = 0.2
		experience_gain_navy = 0.1
		experience_gain_air = 0.2
		training_time_factor = -0.15
		weekly_manpower = 250
	}
}
### Entity: Idea
Component: warlord_state
Constructs: has_completed_focus, limit, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
warlord_state = {
	picture = tur_etatism_bonus
	removal_cost = -1
	modifier = {
		political_power_cost = 0.5
		consumer_goods_factor = -0.5
		production_speed_buildings_factor = -0.5
		industrial_capacity_factory = -0.3
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHI_maintain_the_status_quo
				}
			}
			add_timed_idea = {
				idea = CHI_new_administration
				days = 365
			}
		}
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Modding Documentation
Construct: log_advisor_trait_errors
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## log_advisor_trait_errors

Logs all instances of unit leader advisors not having the corresponding unit leader traits.
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_78
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_78 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 78
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 78
	}
}
### Entity: Modifier Reference
Construct: exiled_divisions_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## exiled_divisions_attack_factor

* Number with 2 decimal places
* **Categories**: unit_leader
### Entity: Country History
Country: PAP
Component: PAP_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, create_equipment_variant, set_convoys
Source: game
File: history/countries/PAP - Papal States.txt

Code:
# Misc for PAP
capital = 2
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
		CAS1 = 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 = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		basic_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		basic_depth_charges = 1
		basic_torpedo = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_heavy_battery = 1
		basic_light_battery = 1
		basic_heavy_armor_scheme = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		mtg_transport = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = L3/35
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		icon = GFX_ITA_basic_light_tank_medium
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Bandiera Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 1
			sub_engine_upgrade = 1
			sub_stealth_upgrade = 1
			sub_torpedo_upgrade = 1
		}
		obsolete = yes
	} {
		name = Sirena Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 2
			sub_engine_upgrade = 2
			sub_stealth_upgrade = 2
			sub_torped
# ... (truncated)
### Entity: State History
Component: 856
Constructs: add_core_of
Source: game
File: history/states/856-Latakia.txt

Code:
state = {
	id = 856
	name = Latakia
	provinces = {
		1088 10087
	}
	history = {
		owner = SYR
		victory_points = {
			1088 3
		} {
			10087 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			dockyard = 1
			1088 = {
				naval_base = 2
			}
		}
		add_core_of = SYR OSY
	}
	manpower = 520000
	state_category = town
	buildings_max_level_factor = 1.0
}
### Entity: Military Industrial Organization
Component: SWI_eidgenossische_FW_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/SWI_organization.txt

Code:
SWI_eidgenossische_FW_organization = {
	name = SWI_eidgenossische_FW
	include = generic_general_aircraft_organization
	icon = GFX_idea_SWI_eidgenossische_FW
	allowed = {
		tag = SWI
		has_dlc = By Blood Alone
	}
	available = {
		owner = {
			has_completed_focus = SWI_swiss_airplane_designs
		}
	}
}
### Entity: Event
Component: austria.29
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.29
	title = austria.29.t
	desc = austria.29.d
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	option = {
		name = austria.29.a
		ai_chance = {
			base = 10
		}
	} {
		name = austria.29.b
		ai_chance = {
			base = 90
		}
		CZE = {
			country_event = austria.30
		}
	}
}
### Entity: Event
Component: israel.11
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, add_political_power, white_peace, is_in_faction
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.11
	picture = GFX_report_event_generic_soldiers_surrendering
	title = israel.11.t
	desc = israel.11.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = israel.11.a
		ai_chance = {
			base = 99
		}
		white_peace = ISR
		if = {
			limit = {
				EGY = {
					is_in_faction = yes
				}
			}
			EGY = {
				faction_leader = {
					white_peace = ISR
				}
			}
		}
		ISR = {
			transfer_state = 453 995
			if = {
				limit = {
					PAL = {
						is_subject_of = EGY
					}
				}
				annex_country = {
					target = PAL
				}
			}
			news_event = israel.80
		}
		news_event = israel.80
	} {
		name = israel.11.b
		ai_chance = {
			base = 1
		}
		add_stability = -0.1
		add_political_power = -150
	}
}
### Entity: AI Strategy
Component: infantry_USA
Source: game
File: common/ai_templates/templates_USA.txt

Code:
infantry_USA = {
	available_for = {
		USA
	}
	role = infantry
	upgrade_prio = {
		base = 6
	}
	infantry_early_USA = {
		upgrade_prio = {
			base = 2
		}
		division_names_group = USA_INF_01
		target_template = {
			support = {
				engineer = 1
				recon = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_tank_battery = 2
				fire_support = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 1
			}
		}
	}
	infantry_mid_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1939.10.1
			}
		}
		division_names_group = USA_INF_01
		target_template = {
			support = {
				engineer = 1
				recon = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 2
				fire_support = 2
			}
			regiments = {
				infantry = 9
				artillery_brigade = 2
				anti_tank_brigade = 1
			}
		}
	}
}
### Entity: Decision
Component: ARG_military_coup_decisions
Source: game
File: common/decisions/categories/ARG_decision_categories.txt

Code:
ARG_military_coup_decisions = {
	icon = GFX_decision_category_SOV_propaganda
	priority = 35
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	visible_when_empty = no
	allowed = {
		original_tag = ARG
	}
	visible = {

	}
}
### Entity: Modifier Reference
Component: r56_GER_kdf_wagen_scheme
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
r56_GER_kdf_wagen_scheme = {
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		controller = {
			NOT = {
				original_tag = GER
			}
		}
	}
	state_production_speed_industrial_complex_factor = 0.03
}
### Entity: Character
Component: SWE_foreign_minister
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_foreign_minister = {
	random = no
	sprite = 13
	enemy_justify_war_goal_time = 0.3
	request_lease_tension = -0.5
	lend_lease_tension = -0.5
	embargo_threshold_factor = -0.5
	embargo_cost_factor = -0.5
	military_industrial_organization_funds_gain = 0.15
}
### Entity: National Focus
Tree: por_focus
Component: POR_unite_against_salazar
Constructs: has_completed_focus, limit, has_country_flag, completion_reward, add_political_power, allow_branch, has_game_rule, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_unite_against_salazar
	mutually_exclusive = {
		focus = POR_continue_salazars_policies POR_restore_valiance_to_the_nation
	}
	icon = GFX_focus_generic_workers
	cost = 8
	ai_will_do = {
		base = 15
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = POR_continue_salazars_policies POR_restore_valiance_to_the_nation
			}
		}
	}
	x = 46
	y = 0
	offset = {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_country_flag = POR_released_colonies_flag
		}
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = POR_unite_against_salazar_tt CHL_skip_one_line_tt
		swap_ideas = {
			remove_idea = POR_disgruntled_republicans
			add_idea = POR_unite_against_salazar_idea
		}
		mark_focus_tree_layout_dirty = yes
		hidden_effect = {
			set_party_name = {
				ideology = communism
				long_name = POR_communism2_party_long
				name = POR_communism2_party
			} {
				ideology = democratic
				long_name = POR_communism2_party_long
				name = POR_communism2_party
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Technology
Component: specialized_crews
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	category_tanks = {
		max_organisation = 3
	}
	category_all_armor = {
		breakthrough = 0.1
		default_morale = 0.05
	}
	minimum_training_level = 0.05
	research_cost = 0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_a_modern_army
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_a_modern_army
	icon = GFX_focus_PRC_a_modern_army
	prerequisite = {
		focus = PRC_army_doctrines
	} {
		focus = PRC_appeal_for_foreign_aid
	}
	x = -1
	y = 1
	relative_position_id = PRC_appeal_for_foreign_aid
	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_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_experience_gain_army_factor = 0.1
			tooltip = experience_gain_army_factor_tt
		} {
			PRC_the_chinese_army_training_time_factor = -0.025
			tooltip = training_time_factor_tt
		} {
			PRC_the_chinese_army_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		} {
			PRC_the_chinese_army_conscription_factor = 0.025
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.53
Constructs: is_triggered_only, ai_chance, is_in_faction_with, has_non_aggression_pact_with
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.53
	title = AST_diplomatic_events.53.t
	desc = AST_diplomatic_events.53.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.53.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					NOT = {
						is_in_faction_with = ROOT
						has_non_aggression_pact_with = ROOT
					}
				}
				factor = 0
			}
		}
		AST_vichy_out_of_africa_effect = yes
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.54
					hours = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.53.b
		ai_chance = {
			base = 0
			modifier = {
				FROM = {
					NOT = {
						is_in_faction_with = ROOT
						has_non_aggression_pact_with = ROOT
					}
				}
				add = 1
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.55
					hours = 3
				}
			}
		}
	}
}
### Entity: Unit Template
Component: HOL_CL_HISTORICAL
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		HOL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HrMs 
	fallback_name = Kruiser %d
	unique = {
		Java Sumatra De Ruyter Tromp Jacob van Heemskerck De Zeven Provinciën Kijkduin Gelderland Zeeland Friesland Gelderland Noord-Brabant Utrecht Drenthe Brabant Limburg
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_imperial_defense_plan
Constructs: has_completed_focus, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_imperial_defense_plan
	icon = GFX_focus_JAP_the_imperial_defense_plan
	mutually_exclusive = {

	}
	relative_position_id = JAP_ministry_of_commerce_and_industry
	x = 23
	y = 0
	cost = 3
	ai_will_do = {
		factor = 3
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			is_subject = yes
			has_completed_focus = JAP_implement_army_reforms
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = JAP_first_strike_principle_tt generic_skip_one_line_tt JAP_kantai_kessen_tt
	}
}
### Entity: Modifier Reference
Construct: navy_intel_decryption_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_intel_decryption_bonus

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_custom_bonus_right_click
Constructs: set_temp_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_custom_bonus_right_click = {
	meta_effect = {
		text = {
			set_temp_variable = {
				t1 = 0.01
			}
			multiply_temp_variable = {
				t1 = [y]
			}
			add_to_variable = {
				[z]EAI_custom_bonus_[x][w] = t1
			}
			clamp_variable = {
				var = [z]EAI_custom_bonus_[x][w]
				min = [a]
				max = [b]
			}
		}
		x = [?EAI_selected_custom_bonus_setting]
		y = [EAI_GetCustomBonusAmountMultiplier]
		z = [EAI_GetDifficultyBonusMode]
		a = [EAI_GetCustomBonusAmountMin]
		b = [EAI_GetCustomBonusAmountMax]
		w = [EAI_GetDifficultyBonusMode2]
	}
	EAI_refresh_gui = yes
}
### Entity: Event
Component: france.15
Constructs: is_triggered_only
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.15
	title = france.15.t
	desc = france.15.d
	picture = GFX_report_event_french_resistance_01
	is_triggered_only = yes
	option = {
		name = france.15.a
	}
}