Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: GOE_RAJ_goa.3
Constructs: is_triggered_only, create_wargoal, take_claimed_state
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_goa.3
	picture = GFX_report_event_generic_sign_treaty3
	title = GOE_RAJ_goa.3.t
	desc = GOE_RAJ_goa.3.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_goa.3.a
		RAJ = {
			create_wargoal = {
				type = take_claimed_state
				target = POR
				generator = {
					321
				}
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_soviet_influence.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, every_country, add_opinion_modifier, fire_only_once, is_in_faction
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_soviet_influence.1
	title = bftb_bulgaria_soviet_influence.1.t
	desc = bftb_bulgaria_soviet_influence.1.desc
	picture = GFX_report_event_bul_dimitrov_with_stalin
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_soviet_influence.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				BUL = {
					is_in_faction = no
				}
			} {
				factor = 100
				BUL = {
					is_in_faction_with = ROOT
				}
			} {
				factor = 5
				has_opinion = {
					target = BUL
					value = > 50
				}
			} {
				factor = 0.7
				BUL = {
					has_completed_focus = BUL_treaty_of_perpetual_friendship
				}
			} {
				factor = 0
				has_opinion = {
					target = BUL
					value = < -50
				}
			}
		}
		give_guarantee = FROM
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_strengthened_relations_with_us
		}
		FROM = {
			hidden_effect = {
				country_event = bftb_bulgaria_soviet_influence.2
			}
			add_opinion_modifier = {
				target = SOV
				modifier = BUL_strengthened_relations_with_us
			}
		}
		every_country = {
			limit = {
				OR = {
					tag = ENG FRA GER
				}
				NOT = {
					is_in_faction_with = SOV
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_approached_the_ussr
			}
		}
		hidden_effect = {
			news_event = {
				id = bftb_news.13
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = bftb_bulgaria_soviet_influence.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				BUL = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 10
				has_opinion = {
					target = BUL
					value = < 0
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_rejected_our_proposal
			}
		}
	}
}
### Entity: Event
Component: turkey.133
Constructs: is_triggered_only, add_claim_by, set_country_flag
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.133
	title = turkey.133.t
	desc = turkey.133.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.133.a
		187 = {
			add_claim_by = TUR
		}
		182 = {
			add_claim_by = TUR
		}
		set_country_flag = TUR_bulgaria_accepted_agreement_flag
	}
}
### Entity: Event
Component: LIT_events.102
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.102
	title = LIT_events.102.t
	desc = LIT_events.102.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LIT_events.102.a
		POL = {
			country_event = {
				days = 1
				id = LIT_events.101
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = partitioned_poland_together
		}
		reverse_add_opinion_modifier = {
			target = SOV
			modifier = partitioned_poland_together
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_east_indies_investments
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_cosmetic_tag, has_subject, allow_branch, has_dlc
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_east_indies_investments
	icon = GFX_focus_INS_east_indies_investments
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			custom_trigger_tooltip = {
				tooltip = INS_is_union_tt
				has_cosmetic_tag = INS_UNION
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
	}
	allow_branch = {
		OR = {
			original_tag = INS HOL
		}
		has_dlc = Thunder at Our Gates
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				INS = {
					has_completed_focus = INS_underground_revolution
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_dutch_east_indies
	}
	mutually_exclusive = {

	}
	x = 5
	y = 1
	relative_position_id = INSHOL_dutch_east_indies
	ai_will_do = {
		base = 0.6
		modifier = {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					is_subject_of = HOL
				}
				add_autonomy_score = {
					value = -100
					localization = INSHOL_east_indies_investments
				}
			}
			custom_effect_tooltip = INS_dutch_east_indies_tt
			add_to_variable = {
				var = INS_dutch_east_indies_stability_factor
				value = 0.05
				tooltip = stability_factor_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					is_subject_of = HOL
				}
				add_autonomy_score = {
					value = -100
					localization = INSHOL_east_indies_investments
				}
			}
			custom_effect_tooltip = INS_dutch_east_indies_tt
			add_to_v
# ... (truncated)
### Entity: Idea
Component: KHM_confiscated_gold
Constructs: removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
KHM_confiscated_gold = {
	allowed = {
		original_tag = RAJ
	}
	picture = SPR_seize_the_gold_reserves
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.075
	}
}
### Entity: Idea
Component: PHI_philippine_army_ns_fake
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_philippine_army_ns_fake = {
	picture = PHI_army_of_the_philippines
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = PHI_philippine_army_ns_fake_tt
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_recycling
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_recycling
	icon = GFX_goal_recycling
	prerequisite = {
		focus = EFR_rationing
	}
	relative_position_id = EFR_travail
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = idea_EFR_shattered_economy
			add_idea = idea_EFR_shattered_economy2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: usa.50
Constructs: is_triggered_only, has_completed_focus, has_country_flag, random_list, random_days, check_variable, has_idea_with_trait
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.50
	Hidden = yes
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	immediate = {
		random_list = {
			20 = {
				modifier = {
					not = {
						congress_medium_support_trigger = yes
					}
					factor = 1.25
				} {
					not = {
						congress_low_support_trigger = yes
					}
					factor = 2
				}
				country_event = {
					id = usa.40
					days = 15
					random_days = 6
				}
			} {
				modifier = {
					check_variable = {
						var = senators_support
						value = quorum_high
						compare = greater_than_or_equals
					}
					factor = 3
				} {
					has_idea_with_trait = fascist_demagogue
					factor = 2
				} {
					has_idea_with_trait = communist_revolutionary
					factor = 2
				}
				country_event = {
					id = usa.42
					days = 20
					random_days = 6
				}
			}
			15 = {
				modifier = {
					not = {
						congress_medium_support_trigger = yes
					}
					factor = 1.25
				} {
					not = {
						congress_low_support_trigger = yes
					}
					factor = 2
				}
				country_event = {
					id = usa.44
					days = 20
					random_days = 10
				}
			} {
				modifier = {
					check_variable = {
						var = senators_support
						value = quorum_high
						compare = greater_than_or_equals
					}
					factor = 3
				} {
					has_idea_with_trait = fascist_demagogue
					factor = 2
				} {
					has_idea_with_trait = communist_revolutionary
					factor = 2
				}
				country_event = {
					id = usa.46
					days = 20
					random_days = 10
				}
			}
			30 = {
				modifier = {
					has_country_flag = USA_congress_investment
					factor = 0
				} {
					has_completed_focus = USA_wpa
					factor = 1.5
				}
				country_event = {
					id = usa.60
					days = 10
					random_days = 15
				}
			}
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.30
Constructs: is_triggered_only, set_country_flag, set_nationality
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.30
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.30.description
	is_triggered_only = yes
	immediate = {
		set_country_flag = WHY_unlock_alfie
	}
	option = {
		name = r56.lootbox.event.option.mythical
		WHY = {
			WHY_great_alfie = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: den_popularities_to_variables
Constructs: set_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_popularities_to_variables = {
	set_variable = {
		dem_pop = party_popularity@democratic
	} {
		neu_pop = party_popularity@neutrality
	} {
		fas_pop = party_popularity@fascism
	} {
		com_pop = party_popularity@communism
	}
	multiply_variable = {
		dem_pop = 100
	} {
		neu_pop = 100
	} {
		fas_pop = 100
	} {
		com_pop = 100
	}
	round_variable = dem_pop neu_pop fas_pop com_pop
}
### Entity: Scripted Effect
Component: RNG_add_or_modify_state_shintoism
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/WTT_warlord_scripted_effects.txt

Code:
RNG_add_or_modify_state_shintoism = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = RNG_state_shintoism_dm
				}
			}
		}
		custom_effect_tooltip = RNG_add_state_shinotism_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = RNG_state_shintoism_dm
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = RNG_modify_state_shinotism_modifier_tt
	}
}
### Entity: Character
Component: ITA_giuseppe_fioravanzo
Source: game
File: common/characters/ITA.txt

Code:
ITA_giuseppe_fioravanzo = {
	name = ITA_giuseppe_fioravanzo
	portraits = {
		army = {
			large = GFX_portrait_ITA_giuseppe_fioravanzo
			small = GFX_portrait_ITA_giuseppe_fioravanzo_small
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = guiseppe_fioravanzo
		ledger = navy
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			grand_fleet_proponent
		}
	}
	navy_leader = {
		traits = {
			aviation_enthusiast blockade_runner
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 4
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_enlarge_the_weapon_caches
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_enlarge_the_weapon_caches
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPR_train_the_union_youth
	}
	icon = GFX_goal_generic_military_sphere
	x = 0
	y = 1
	relative_position_id = SPR_train_the_union_youth
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		army_experience = 5
		custom_effect_tooltip = SPR_enlarge_the_weapon_caches_tt
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_anti_air_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_anti_air_development
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = PER_anti_air_research
	}
	x = 0
	y = 2
	relative_position_id = PER_construct_air_bases
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = radar_focus
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
	}
}
### Entity: Event
Component: prc.95
Constructs: is_triggered_only, ai_chance, set_country_flag, has_pact_with_jap
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.95
	title = prc.95.t
	desc = prc.95.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = prc.95.a
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = prc.96
			}
			set_country_flag = has_pact_with_jap
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
		}
	} {
		name = prc.95.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = prc.97
			}
		}
	}
}
### Entity: Idea
Component: MAN_low_legitimacy_3
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_low_legitimacy_3 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy3
	modifier = {
		stability_factor = -0.3
		war_support_factor = -0.3
	}
}
### Entity: Scripted Effect
Component: r56_ger_dvu_50
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dvu_50 = {
	IF = {
		limit = {
			has_active_mission = GER_dvu_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dvu_demands_action
			days = 200
		}
	}
}
### Entity: AI Strategy
Component: AFG_build_mils
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_build_mils = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 50
	}
}
### Entity: Idea
Component: ETH_dire_dawa_industries
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_dire_dawa_industries = {
	picture = ETH_dire_dawa_industries
	allowed = {
		original_TAG = ETH
		has_dlc = By Blood Alone
	}
	available = {
		has_completed_focus = ETH_invest_in_the_east
	}
	cost = 125
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Idea
Component: KMT_unitary_state2
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_unitary_state2 = {
	removal_cost = -1
	picture = chi_whampoa_military_academy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = 0.075
		army_core_attack_factor = 0.02
		drift_defence_factor = 0.1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_national_defence_effort_renner
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_national_defence_effort_renner
	text = AUS_national_defence_effort
	icon = GFX_goal_generic_barrack_industry
	relative_position_id = AUS_proclaim_the_second_republic
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_proclaim_the_second_republic
	}
	cost = 10
	completion_reward = {
		add_ideas = AUS_national_defence_effort
	}
}
### Entity: Idea
Component: SPA_planned_uprising
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_planned_uprising = {
	picture = generic_infantry_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		no_supply_grace = 72
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_uncouple_the_peso_and_dollar
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_uncouple_the_peso_and_dollar
	icon = GFX_focus_PHI_uncouple_the_peso_and_dollar
	prerequisite = {
		focus = PHI_nationality_act PHI_open_borders
	}
	relative_position_id = PHI_nationality_act
	x = 5
	y = 1
	cost = 10
	available = {
		has_completed_focus = PHI_peg_the_peso_to_the_dollar
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				327 = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
			}
			327 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				627 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			627 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			PHI_central_focuses_done_T3 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Component: AUS_army
Constructs: army_defence_factor, army_attack_factor, mobilization_speed, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_army
	army_core_attack_factor = AUS_army_army_core_attack_factor
	army_core_defence_factor = AUS_army_army_core_defence_factor
	supply_consumption_factor = AUS_army_supply_consumption_factor
	out_of_supply_factor = AUS_army_out_of_supply_factor
	training_time_factor = AUS_army_training_time_factor
	mobilization_speed = AUS_army_mobilization_speed
	conscription_factor = AUS_army_conscription_factor
	experience_gain_army_factor = AUS_army_xp_gain_army_factor
	army_attack_factor = AUS_army_army_attack_factor
	army_defence_factor = AUS_army_army_defence_factor
	army_speed_factor = AUS_army_army_speed_factor
	army_org_factor = AUS_army_army_org_factor
}
### Entity: National Focus
Tree: que_focus
Component: QUE_merchant_marine
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_merchant_marine
	icon = GFX_goal_navy_funding
	x = -3
	y = 1
	prerequisite = {
		focus = QUE_marine_industries
	}
	relative_position_id = QUE_marine_industries
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = QUE_convoy_stuff
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: INS_army_idea_six
Constructs: war_support_factor, removal_cost, planning_speed
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_army_idea_six = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = INS_army
	modifier = {
		planning_speed = 0.05
		war_support_factor = 0.1
		military_leader_cost_factor = -0.25
		army_org_factor = 0.1
	}
}
### Entity: Character
Component: JAP_yoshio_nishina
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_yoshio_nishina = {
	name = JAP_yoshio_nishina
	portraits = {
		army = {
			large = GFX_portrait_JAP_yoshio_nishina
			small = GFX_idea_yoshio_nishina
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist
		}
		skills = {
			specialization_nuclear = 2
		}
		visible = {
			owner = {
				has_completed_focus = JAP_fund_the_riken_institute
			}
		}
	}
}
### Entity: Order of Battle
Component: 12th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 12th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_motti_tactics
Constructs: prerequisite, completion_reward, add_to_variable, unlock_decision_category_tooltip
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_motti_tactics
	icon = GFX_focus_FIN_motti_tactics
	prerequisite = {
		focus = FIN_jaeger_movement FIN_salvaged_and_retooled
	} {
		focus = FIN_the_cold_front
	}
	x = 0
	y = 1
	relative_position_id = FIN_jaeger_movement
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro
		add_to_variable = {
			FIN_finnish_army_org_loss_when_moving = -0.15
			tooltip = org_loss_when_moving_tt
		} {
			FIN_finnish_army_recon_factor_while_entrenched = 0.1
			tooltip = recon_factor_while_entrenched_tt
		} {
			FIN_finnish_army_army_attack_speed_factor = 0.1
			tooltip = army_attack_speed_factor_tt
		}
		show_unit_leaders_tooltip = FIN_matti_aarnio
		unlock_decision_category_tooltip = FIN_motti_tactics_category
	}
}