Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: HUN_MOT_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		OR = {
			tag = HUN
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		HUN_MEC_01
	}
	fallback_name = %d. Motorizált Dandár
	ordered = {
		1 = {
			%d. Motorizált Dandár
		}
		2 = {
			%d. Motorizált Dandár
		}
		3 = {
			%d. Motorizált Dandár
		}
		4 = {
			%d. Motorizált Dandár
		}
		5 = {
			%d. Motorizált Dandár
		}
		6 = {
			%d. Motorizált Dandár
		}
		7 = {
			%d. Motorizált Dandár
		}
		8 = {
			%d. Motorizált Dandár
		}
		9 = {
			%d. Motorizált Dandár
		}
		10 = {
			%d. Motorizált Dandár
		}
		12 = {
			%d. Motorizált Dandár
		}
		13 = {
			%d. Motorizált Dandár
		}
		16 = {
			%d. Motorizált Dandár
		}
		20 = {
			%d. Motorizált Dandár
		}
		24 = {
			%d. Motorizált Dandár
		}
		25 = {
			%d. Motorizált Dandár
		}
		26 = {
			%d. Motorizált Dandár
		}
		27 = {
			%d. Motorizált Dandár
		}
		28 = {
			%d. Motorizált Dandár
		}
		29 = {
			%d. Motorizált Dandár
		}
		30 = {
			%d. Motorizált Dandár
		}
		31 = {
			%d. Motorizált Dandár
		}
		32 = {
			%d. Motorizált Dandár
		}
		33 = {
			%d. Motorizált Dandár
		}
		34 = {
			%d. Motorizált Dandár
		}
		35 = {
			%d. Motorizált Dandár
		}
		36 = {
			%d. Motorizált Dandár
		}
		37 = {
			%d. Motorizált Dandár
		}
		38 = {
			%d. Motorizált Dandár
		}
		39 = {
			%d. Motorizált Dandár
		}
		40 = {
			%d. Motorizált Dandár
		}
		41 = {
			%d. Motorizált Dandár
		}
		42 = {
			%d. Motorizált Dandár
		}
		43 = {
			%d. Motorizált Dandár
		}
	}
}
### Entity: Idea
Component: r56_ai_favor_defense
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_ai_favor_defense = {
	picture = GFX_idea_generic_spy_political
	removal_cost = -1
	modifier = {
		ai_focus_defense_factor = 0.5
	}
}
### Entity: State History
Component: 1013
Constructs: add_core_of
Source: game
File: history/states/1013-Kirkuk.txt

Code:
state = {
	id = 1013
	name = STATE_1013
	manpower = 382741
	state_category = rural
	resources = {
		oil = 17
	}
	history = {
		owner = IRQ
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			8123 3
		}
		add_core_of = IRQ KUR ASY
	}
	provinces = {
		8123 10793
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_italy_human_torpedo_raid.1
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_human_torpedo_raid.1
	title = BBA_italy_human_torpedo_raid.1.t
	desc = BBA_italy_human_torpedo_raid.1.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = BBA_italy_human_torpedo_raid.1.a
		custom_effect_tooltip = ITA_human_torpedo_raid_tt ITA_human_torpedo_target_effect_tt
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_looking_outwards
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_looking_outwards
	icon = GFX_goal_generic_foreign_diplomacy
	relative_position_id = MPL_beacon
	x = 2
	y = 1
	prerequisite = {
		focus = MPL_beacon
	} {
		focus = MPL_western_military_doctrine
	}
	cost = 5
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: Event
Component: congo_independence_struggle.2
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.2
	title = congo_independence_struggle.2.t
	desc = congo_independence_struggle.2.d
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.2.a
		ai_chance = {
			base = 50
		}
		add_political_power = 10
		FROM = {
			country_event = {
				id = congo_independence_struggle.3
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.2.b
		ai_chance = {
			base = 50
		}
		add_political_power = 10
		FROM = {
			country_event = {
				id = congo_independence_struggle.4
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.2.c
		ai_chance = {
			base = 50
		}
		add_political_power = -25
		add_war_support = 0.01
		FROM = {
			country_event = {
				id = congo_independence_struggle.9
				days = 7
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SCO_scottish_aviation_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/SCO_organization.txt

Code:
SCO_scottish_aviation_organization = {
	name = Scottish Aviation
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		tag = SCO
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Idea
Component: ETH_war_support_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_war_support_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.2
		army_org_regain = 0.1
		army_defence_against_major_factor = 0.05
	}
}
### Entity: Trigger Reference
Construct: is_in_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_in_state

* Supported Scopes: CHARACTER
* Supported Targets: THIS, ROOT, PREV, FROM, CAPITAL

Checks if the character is in a specific state.
Works for deployed generals (HQ location), scientists (facility location including faction programs), and operatives (mission location).
### Entity: National Focus
Tree: swi_focus
Component: SWI_french_tech
Constructs: prerequisite, completion_reward, is_in_faction_with, add_research_slot
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_french_tech
	icon = GFX_focus_research2
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = SWI_join_allies
	}
	available = {
		is_in_faction_with = FRA
	}
	available_if_capitulated = yes
	x = 21
	y = 5
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BAS_ncm
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = BAS
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: navy_chief_decisive_battle_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_decisive_battle_1 = {
	sprite = 3
	navy_capital_ship_attack_factor = 0.05
	navy_capital_ship_defence_factor = 0.05
	navy_screen_attack_factor = 0.05
	navy_screen_defence_factor = 0.05
	experience_gain_navy = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_modern_yggdrasil
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_modern_yggdrasil = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.2
		stability_factor = 0.2
		conscription = 0.01
		conscription_factor = 0.05
		research_speed_factor = 0.05
		political_power_gain = 0.3
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
	}
}
### Entity: Character
Component: FRA_joseph_vuillemin
Source: game
File: common/characters/FRA.txt

Code:
FRA_joseph_vuillemin = {
	name = FRA_joseph_vuillemin
	portraits = {
		army = {
			small = GFX_idea_joseph_vuillemin
		}
	}
	advisor = {
		slot = air_chief
		idea_token = joseph_vuillemin
		allowed = {
			original_tag = FRA
		}
		traits = {
			air_chief_ground_support_1
		}
		cost = 50
		ai_will_do = {
			factor = 2
		}
	}
}
### Entity: Character
Component: HUN_vilmos_roder
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_vilmos_roder = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_vilmos_roder
		portraits = {
			army = {
				small = GFX_idea_HUN_vilmos_roder
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_vilmos_roder
			allowed = {
				original_tag = HUN
			}
			traits = {
				war_industrialist
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_vilmos_roder
		portraits = {
			army = {
				large = GFX_portrait_HUN_vilmos_roder
				small = GFX_portrait_HUN_vilmos_roder_small
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			idea_token = HUN_vilmos_roder
			allowed = {
				original_tag = HUN
			}
			available = {
				has_completed_focus = wuw_HUN_invest_in_ludovica_academy
			}
			traits = {
				army_chief_organizational_2
			}
			cost = 100
			ai_will_do = {
				base = 2
			}
		}
	}
}
### Entity: Character
Component: IRQ_as_sahifah_editor
Constructs: research_speed_factor, stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_as_sahifah_editor = {
	random = no
	sprite = 13
	communism_drift = 0.05
	research_speed_factor = 0.03
	improve_relations_maintain_cost_factor = -0.2
	stability_factor = -0.05
}
### Entity: Event
Component: wuw_GER_reichskommissariats.18
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, set_nationality, every_controlled_state, set_compliance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.18
	title = wuw_GER_reichskommissariats.18.t
	desc = wuw_GER_reichskommissariats.18.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					SAF = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				SAF = {
					set_nationality = {
						target_country = RKA
						character = SAF_d_f_malan
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.18.a
		ai_chance = {
			base = 85
		}
		RKA = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					SAF = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				RKA = {
					set_nationality = {
						target_country = SAF
						character = SAF_d_f_malan
					}
				}
			}
		} {
			RKA = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.18.b
		trigger = {
			SAF = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ai_chance = {
			base = 15
		}
		RKA = {
			SAF_d_f_malan = {
				remove_country_leader_role = {
					ideology = nazism
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKA = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Country History
Country: CHU
Component: CHU_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/CHU - Chuvashia.txt

Code:
# Misc for CHU
capital = 256
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 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
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Modifier Reference
Component: r56_kurdish_agitation
Source: game
File: common/dynamic_modifiers/TUR.txt

Code:
r56_kurdish_agitation = {
	enable = {
		always = no
	}
	icon = GFX_modifiers_tur_kurdish_agitation
	compliance_growth = -0.1
	resistance_growth = 0.1
	resistance_decay = -0.1
}
### Entity: National Focus
Tree: can_focus
Component: CAN_skewer_the_eagle
Constructs: prerequisite, limit, random_country, has_government, has_war_with, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_skewer_the_eagle
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = CAN_support_a_synarchist_baja
	}
	x = 1
	y = 3
	relative_position_id = CAN_swastika_clubs
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		has_government = fascism
		any_country = {
			original_tag = MEX
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		random_country = {
			limit = {
				original_tag = MEX
				has_government = fascism
			}
			country_event = {
				id = tfv_canada.40
			}
		}
	}
}
### Entity: Idea
Component: HUN_license_foreign
Source: game
File: common/ideas/hungary.txt

Code:
HUN_license_foreign = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = generic_license_production
	allowed_civil_war = {

	}
	modifier = {
		license_air_purchase_cost = -0.3
		license_production_speed = 0.5
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Retrofit_the_Royal_Navy
Constructs: shared_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Retrofit_the_Royal_Navy
	icon = GFX_goal_DEN_coa_navy
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.5
	}
	prerequisite = {
		focus = DEN_Ramp_up_Conscription
	} {
		focus = DEN_Reestablish_Arms_Industries
	}
	x = 2
	y = 2
	relative_position_id = DEN_Reverse_the_Disarmament
	completion_reward = {
		navy_experience = 25
		effect_tooltip = {
			swap_ideas = {
				remove_idea = DEN_Disarmed_Military
				add_idea = DEN_Disarmed_Military_dockyard
			}
		}
		add_to_variable = {
			den_military_improved = 1
		}
		set_variable = {
			ship_production = 0.1
		} {
			refit_cost_factor = -0.3
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:DEN_orlogsvaerftet_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				unlock_mio_trait_tooltip = DEN_mio_trait_burmeister_wain_engines
			}
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_army_modernisation
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_army_modernisation
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = EST_anti_tank_guns EST_artillery_modernisation
	}
	x = 13
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = EST_artillery_production
		add_tech_bonus = {
			name = POL_army_modernisation
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_Armor_Research_Focus_PRESET
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Armor_Research_Focus_PRESET = {
	OR = {
		original_tag = GER USA SOV
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_expand_the_treaty
Constructs: prerequisite, completion_reward, add_political_power, is_subject, is_faction_leader
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_expand_the_treaty
	icon = GFX_goal_generic_foreign_diplomacy2
	x = 1
	y = 1
	relative_position_id = MON_central_asia_defensive_pact
	cost = 10
	prerequisite = {
		focus = MON_central_asia_defensive_pact
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		is_subject = no
		is_faction_leader = yes
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = MON_Kurultai_treaty_expansion_tt
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: r56w_trait_minister_patchie
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_patchie = {
	random = no
	sprite = 14
	experience_gain_army = 0.5
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_revolutionary_guards
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, is_historical_focus_on, has_dlc
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_revolutionary_guards
	icon = GFX_goal_HON_nkvd_assistance
	cost = 10
	prerequisite = {
		focus = SCO_political_commissars
	}
	x = 1
	y = 1
	relative_position_id = SCO_political_commissars
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0.5
		}
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = GER_abwehr_contacts
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_form_department
				}
			}
			upgrade_intelligence_agency = upgrade_form_department
		}
		else = {
			add_tech_bonus = {
				name = SCO_revolutionary_guards
				bonus = 1
				uses = 1
				category = encryption_tech
			}
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost_2
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost_2
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
		add_political_power = -50
	}
}
### Entity: Event
Component: mtg_britain.62
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.62
	title = mtg_britain.62.t
	desc = mtg_britain.62.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_britain.62.a
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_finalize_army_reform
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_finalize_army_reform
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = MON_local_command_structure
	} {
		focus = MON_decrease_defense_budget
	}
	x = -1
	y = 1
	relative_position_id = MON_decrease_defense_budget
	cost = 5
	available = {
		NOT = {
			has_idea = MON_demotivated_army MON_deprived_army
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_finalized_army_reform
		if = {
			limit = {
				has_idea = MON_separated_army_and_politics
			}
			remove_ideas = MON_separated_army_and_politics
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AEngineer_cropped.png.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
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### Entity: National Focus
Tree: bra_focus
Component: BRA_the_polaca
Constructs: prerequisite, completion_reward, add_to_variable, remove_dynamic_modifier
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_the_polaca
	icon = GFX_focus_BRA_the_polaca
	prerequisite = {
		focus = BRA_estado_novo
	}
	x = 0
	y = 1
	relative_position_id = BRA_estado_novo
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_estado_novo_ns_intro
		add_to_variable = {
			BRA_estado_novo_neutrality_factor = 0.1
			tooltip = neutrality_drift_factor_tt
		}
		remove_dynamic_modifier = {
			modifier = BRA_weak_government
		}
	}
}
### Entity: AI Strategy
Component: south_pacific
Constructs: has_war, has_war_with, is_in_faction_with, has_navy_size, is_on_continent
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
south_pacific = {
	name = theater_south_pacific
	regions = {
		84 93 83 81 167 80 159 75 194 94 86
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			OR = {
				has_war_with = AST
				is_in_faction_with = AST
				original_tag = AST
			}
			has_navy_size = {
				size = > 40
			}
		} {
			add = 1
			OR = {
				capital_scope = {
					is_on_continent = asia australia north_america south_america
				}
			}
			has_navy_size = {
				size = > 150
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_union_HOL_START_effect
Constructs: every_core_state, add_core_of, every_character, set_nationality, add_popularity, set_politics, annex_country, set_cosmetic_tag
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_union_HOL_START_effect = {
	INS = {
		transfer_navy = {
			target = HOL
		}
		every_core_state = {
			add_core_of = HOL
		}
		every_character = {
			set_nationality = HOL
		}
	}
	HOL = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.5
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			last_election = 1935.1.1
		}
		HOL_wilhelmina = {
			promote_character = yes
		}
		end_puppet = INS
		annex_country = {
			target = INS
			transfer_troops = yes
		}
		custom_effect_tooltip = newline_tt
		set_cosmetic_tag = INS_UNION
	}
}