Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/ship_hull_heavy.txt

Code:
equipments = {
	ship_hull_heavy = {
		year = 1922
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_capital_ships
		priority = 1500
		upgrades = {
			ship_reliability_upgrade ship_engine_upgrade ship_armor_upgrade ship_gun_upgrade
		}
		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					ship_heavy_battery
				}
			}
			fixed_ship_anti_air_slot = {
				required = yes
				allowed_module_categories = {
					ship_anti_air
				}
			}
			fixed_ship_fire_control_system_slot = {
				required = yes
				allowed_module_categories = {
					ship_fire_control_system
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = {
					ship_radar
				}
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					heavy_ship_engine
				}
			}
			fixed_ship_secondaries_slot = {
				required = no
				allowed_module_categories = {
					ship_secondaries ship_dp_secondaries
				}
			}
			fixed_ship_armor_slot = {
				required = yes
				allowed_module_categories = {
					ship_heavy_armor
				}
			}
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_anti_air ship_heavy_battery
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo ship_anti_air ship_secondaries ship_dp_secondaries
				}
			}
			mid_2_custom_slot = mid_1_custom_slot
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_anti_air ship_heavy_battery ship_secondaries ship_dp_secondaries
				}
			}
		}
		module_count_limit = {
			category = ship_radar
			count = < 2
		}
		default_modules = {
			fixed_ship_battery_slot = empty
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = empty
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = heavy_ship_engine_1
			fixed_ship_secondaries_slot = empty
			fixed_ship_armor_slot = ship_armor_bb_1
			front_1_custom_slot = empty
			mid_1_custom_slot = empty
			mid_2_custom_slot = empty
			rear_1_custom_slot = empty
		}
		lg_armor_piercing =
# ... (truncated)
### Entity: Country History
Country: AZR
Component: AZR_army
Source: game
File: history/countries/AZR - Azerbaijan.txt

Code:
# OOB & Army Setup for AZR
oob = AZR_1936
### Entity: Event
Component: r56_eng.3
Constructs: has_country_flag, fire_only_once, has_british_exiled_commander
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.3
	title = r56_eng.3.t
	desc = r56_eng.3.desc
	picture = GFX_report_event_canadian_soldiers
	trigger = {
		has_country_flag = has_british_exiled_commander
	}
	fire_only_once = yes
	option = {
		name = r56_eng.3.a
		army_experience = 10
		navy_experience = 10
		air_experience = 10
	}
}
### Entity: Unit Template
Component: HOL_FISH
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_FISH = {
	name = NAME_THEME_FISH
	for_countries = {
		HOL
	}
	type = ship
	prefix = HrMs 
	unique = {
		Dolfijn Zeehond Zwaardvis Tijgerhaai Walrus Zeeleeuw Potvis Tonijn Zwaardvis Bruinvis
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_mine_the_shield
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_in_home_area, cancel_if_invalid, random_owned_controlled_state, add_resource
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_mine_the_shield
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CAN_national_resources_mobilization_act
	}
	x = 1
	y = 2
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_canada_wheat_board
		}
	}
	available = {

	}
	bypass = {
		NOT = {
			any_owned_state = {
				is_in_home_area = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				471 472 683
			}
			limit = {
				is_in_home_area = yes
			}
			add_resource = {
				type = steel
				amount = 2
			}
		} {
			prioritize = {
				471 472 683
			}
			limit = {
				is_in_home_area = yes
			}
			add_resource = {
				type = steel
				amount = 2
			}
		} {
			prioritize = {
				471 472 683
			}
			limit = {
				is_in_home_area = yes
			}
			add_resource = {
				type = chromium
				amount = 3
			}
		}
	}
}
### Entity: Character
Component: HON_francisco_s_tapio_toro
Source: game
File: common/characters/HON.txt

Code:
HON_francisco_s_tapio_toro = {
	advisor = {
		slot = navy_chief
		idea_token = HON_francisco_s_tapio_toro
		allowed = {
			original_tag = HON
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Francisco S. Tapio Toro
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Military Industrial Organization
Component: SIA_army_ordnance_department_artillery_organzation
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SIA_organization.txt

Code:
SIA_army_ordnance_department_artillery_organzation = {
	name = SIA_army_ordnance_department_artillery_organzation
	include = generic_artillery_organization
	icon = GFX_idea_SIA_army_ordnance_department
	allowed = {
		original_TAG = SIA
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_daily_update
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, is_historical_focus_on, has_wargoal_against, is_in_faction, is_subject
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_daily_update = {
	EAI_MILITARY_operational_pause_timer = yes
	EAI_MILITARY_NAVAL_save_navy = yes
	if = {
		limit = {
			tag = SOV
			is_historical_focus_on = yes
			has_completed_focus = SOV_secure_leningrad
			NOT = {
				has_country_flag = EAI_SOV_declared_war_on_FIN
			} {
				has_war_with = FIN
			}
			date = > 1939.11.30
			has_wargoal_against = FIN
			FIN = {
				NOT = {
					is_in_faction = yes
					is_subject = yes
				}
			}
		}
		set_country_flag = EAI_SOV_declared_war_on_FIN
		declare_war_on = {
			target = FIN
			type = take_claimed_state
		}
	}
}
### Entity: Idea
Component: JAP_economy_by_japan_planes
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_economy_by_japan_planes = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {

	}
}
### Entity: Unit Template
Component: SOV_ARM_04
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_ARM_04 = {
	name = Tank Brigade
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Tankovaya Brigada
	ordered = {
		1 = {
			%dya Tankovaya Brigada
		}
		2 = {
			%dya Tankovaya Brigada
		}
		3 = {
			%dya Tankovaya Brigada
		}
		4 = {
			%dya Tankovaya Brigada
		}
		5 = {
			%dya Tankovaya Brigada
		}
		6 = {
			%dya Tankovaya Brigada
		}
		7 = {
			%dya Tankovaya Brigada
		}
		8 = {
			%dya Tankovaya Brigada
		}
		9 = {
			%dya Tankovaya Brigada
		}
		10 = {
			%dya Tankovaya Brigada
		}
		11 = {
			%dya Tankovaya Brigada
		}
		12 = {
			%dya Tankovaya Brigada
		}
		13 = {
			%dya Tankovaya Brigada
		}
		14 = {
			%dya Tankovaya Brigada
		}
		15 = {
			%dya Tankovaya Brigada
		}
		16 = {
			%dya Tankovaya Brigada
		}
		17 = {
			%dya Tankovaya Brigada
		}
		18 = {
			%dya Tankovaya Brigada
		}
		19 = {
			%dya Tankovaya Brigada
		}
		20 = {
			%dya Tankovaya Brigada
		}
		21 = {
			%dya Tankovaya Brigada
		}
		22 = {
			%dya Tankovaya Brigada
		}
		23 = {
			%dya Tankovaya Brigada
		}
		24 = {
			%dya Tankovaya Brigada
		}
		25 = {
			%dya Tankovaya Brigada
		}
		26 = {
			%dya Tankovaya Brigada
		}
		27 = {
			%dya Tankovaya Brigada
		}
		28 = {
			%dya Tankovaya Brigada
		}
		29 = {
			%dya Tankovaya Brigada
		}
		30 = {
			%dya Tankovaya Brigada
		}
		31 = {
			%dya Tankovaya Brigada
		}
		32 = {
			%dya Tankovaya Brigada
		}
		33 = {
			%dya Tankovaya Brigada
		}
		34 = {
			%dya Tankovaya Brigada
		}
		35 = {
			%dya Tankovaya Brigada
		}
		36 = {
			%dya Tankovaya Brigada
		}
		37 = {
			%dya Tankovaya Brigada
		}
		38 = {
			%dya Tankovaya Brigada
		}
		39 = {
			%dya Tankovaya Brigada
		}
		40 = {
			%dya Tankovaya Brigada
		}
		41 = {
			%dya Tankovaya Brigada
		}
		42 = {
			%dya Tankovaya Brigada
		}
		43 = {
			%dya Tankovaya Brigada
		}
		44 = {
			%dya Tankovaya Brigada
		}
		45 = {
			%dya Tankovaya Brigada
		}
		46 = {
			%dya Tankovaya Brigada
		}
		47 = {
			%dya Tankovaya Brigada
		}
		48 = {
			%dya Tankovaya Brigada
		}
		49 = {
			%dya Tankovaya Brigada
		}
		50 = {
			%dya Tankovaya Brigada
		}
		51 = {
			%dya Tankovaya Brigada
		}
		52 = {
			%dya Tankovaya Brigada
		}
		53 = {
			%dya Tankovaya Brigada
		}
		54 = {
			%dya Tankovaya Brigada
		}
		55 = {
			%dya Tankovaya Brigada
		}
		56 = {
			%dya Tankovaya Brigada
		}
		
# ... (truncated)
### Entity: National Focus
Tree: cro_focus
Component: CRO_expand_the_split_shipyards
Constructs: prerequisite, completion_reward, has_full_control_of_state, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_expand_the_split_shipyards
	icon = GFX_goal_CRO_coa_navy
	prerequisite = {
		focus = CRO_home_guard
	}
	relative_position_id = CRO_aviation_effort
	x = 6
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 103
	}
	completion_reward = {
		navy_experience = 5
		random_owned_controlled_state = {
			prioritize = {
				103
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_army_professionalism
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_army_professionalism
	icon = GFX_focus_generic_full_social_mobilization
	relative_position_id = SMB_foreign_advisors
	prerequisite = {
		focus = SMB_foreign_advisors
	}
	mutually_exclusive = {
		focus = SMB_conscription
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_training_time_factor = 0.15
				tooltip = training_time_factor_tt
			} {
				JUNO_army_modifier_army_attack_factor = 0.02
				tooltip = army_attack_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.01
				tooltip = army_org_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_training_time_factor = 0.15
				tooltip = training_time_factor_tt
			} {
				JUNO_army_modifier_army_attack_factor = 0.02
				tooltip = army_attack_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.01
				tooltip = army_org_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_training_time_factor = 0.15
				tooltip = training_time_factor_tt
			} {
				JUNO_army_modifier_army_attack_factor = 0.02
				tooltip = army_attack_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.01
				tooltip = army_org_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_training_time_factor = 0.15
				tooltip = training_time_factor_tt
			} {
				JUNO_army_modifier_army_attack_factor = 0.02
				tooltip = army_attack_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.01
				tooltip = army_org_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_training_time_factor = 0.15
				tooltip = training_time_factor_tt
			} {
				JUNO_army_modifier_army_attack_factor = 0.02
				tooltip = army_attack_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.01
				tooltip = army_org_factor_tt
			}
# ... (truncated)
### Entity: National Focus
Tree: vic_focus
Component: VIC_up_with_jean_darc
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_up_with_jean_darc
	icon = GFX_focus_up_joan_of_arc
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_down_with_marianne
	}
	relative_position_id = VIC_down_with_marianne
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = FRA_up_with_jean_darc
			days = 730
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_timor_issue
Constructs: prerequisite, completion_reward, is_owned_by, create_wargoal, take_state_focus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_the_timor_issue
	dynamic = yes
	icon = {
		GFX_focus_generic_attack_timor = {
			TML = {
				exists = yes
			}
		}
		GFX_focus_generic_attack_portugal = yes
	}
	available = {
		NOT = {
			721 = {
				is_owned_by = ROOT
			}
		}
		721 = {
			OWNER = {
				controls_state = 721
			}
		}
	}
	prerequisite = {
		focus = INS_sjahrirs_continued_tenure INS_prime_minister_sjarifuddin
	}
	mutually_exclusive = {

	}
	bypass_if_unavailable = yes
	x = 2
	y = 1
	relative_position_id = INS_prime_minister_sjarifuddin
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		721 = {
			OWNER = {
				country_event = {
					id = INS_political_events.2
					hours = 12
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		effect_tooltip = {
			721 = {
				transfer_state_to = ROOT
			}
		} {
			create_wargoal = {
				type = take_state_focus
				target = 721
				 = .OWNER
				generator = {
					721
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Sentinel of the Motherland Brigade VII
Constructs: division_template
Source: game
File: history/units/ROM_civil_war_monarchist.txt

Code:
division = {
	name = Sentinel of the Motherland Brigade VII
	location = 6747
	division_template = Sentinel of the Motherland
}
### Entity: National Focus
Tree: den_focus
Component: DEN_industrial_investments
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier, random_controlled_state
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_industrial_investments
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = DEN_kanslergadeforliget
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_kanslergadeforliget
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				37 = {
					is_fully_controlled_by = ROOT
				}
			}
			37 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = DEN_development_projects_mainland_state_modifier
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					911 99
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Decision
Component: RAJ_GOE_tea_exports_cat
Constructs: limit, has_war_with, add_stability, fire_only_once, is_subject_of, check_variable, complete_effect, has_dynamic_modifier
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_tea_exports_cat = {
	RAJ_GOE_export_tea_subject = {
		icon = generic_construction
		visible = {
			NOT = {
				has_war_with = ENG
			}
			is_subject_of = ENG
			check_variable = {
				RAJ_times_expanded_tea_exports = < 5
			}
		}
		available = {
			NOT = {
				has_war_with = ENG
			}
			is_subject_of = ENG
			custom_trigger_tooltip = {
				tooltip = RAJ_GOE_export_tea_subject_trigger
				check_variable = {
					RAJ_times_expanded_tea_exports = < 5
				}
			}
		}
		cost = 10
		fire_only_once = no
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			if = {
				limit = {
					NOT = {
						has_dynamic_modifier = {
							modifier = idea_RAJ_tea_exports
						}
					}
				}
				add_dynamic_modifier = {
					modifier = idea_RAJ_tea_exports
				}
			}
			add_to_variable = {
				RAJ_autonomy_gain_tea_exports = -0.05
				tooltip = autonomy_gain_tt
			} {
				RAJ_building_speed_tea_exports = 0.05
				tooltip = production_speed_buildings_factor_tt
			} {
				RAJ_times_expanded_tea_exports = 1
			}
		}
	}
	RAJ_GOE_export_tea_free = {
		icon = generic_construction
		visible = {
			NOT = {
				has_war_with = ENG
			} {
				is_subject_of = ENG
			}
			check_variable = {
				RAJ_times_expanded_tea_exports = < 5
			}
		}
		available = {
			NOT = {
				has_war_with = ENG
			}
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = RAJ_GOE_export_tea_subject_trigger
				check_variable = {
					RAJ_times_expanded_tea_exports = < 5
				}
			}
		}
		cost = 70
		fire_only_once = no
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			try_build_civ_in_core_otherwise_build_in_controlled = yes
			add_to_variable = {
				RAJ_times_expanded_tea_exports = 1
			}
			ENG = {
				add_stability = 0.02
			}
		}
	}
}
### Entity: Idea
Component: BALTIC_allied_investments_idea
Constructs: removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_allied_investments_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = eng_guided_by_britain
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: FSM_acas
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_acas = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = FSM
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: INS_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/INS_operative_codenames.txt

Code:
INS_OPERATIVE_CODENAME_HISTORICAL = {
	name = INS_HISTORICAL_OPERATIVES
	for_countries = {
		INS
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Semar Gareng Petruk Bagong Bima Arjuna Yudhistira Nakula Sadewa Sangkuriang Unyil Wiro Sableng Kancil Kabayan Makaji Gundala Kalong Godam Beruang Kijang Ular Badak Gajah
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_fullfil_our_duty
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_fullfil_our_duty
	icon = GFX_goal_generic_war_with_comintern
	cost = 10
	prerequisite = {
		focus = VIN_arm_malaysians_communists
	} {
		focus = VIN_strike_indochina
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_the_permanent_revolution_theory
			add_idea = VIN_fullfil_our_duty
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 17
	y = 4
}
### Entity: National Focus
Tree: que_focus
Component: QUE_support_vautrin_plan
Constructs: completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_support_vautrin_plan
	icon = GFX_goal_generic_light_industry
	x = 6
	y = 0
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				862
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: idea_r56_shipping_routes_strengthend
Constructs: removal_cost, is_coastal
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_r56_shipping_routes_strengthend = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = escort_effort_focus
	modifier = {
		consumer_goods_factor = -0.12
	}
	available = {
		ROOT = {
			any_controlled_state = {
				is_coastal = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: MAL_sentul_railway_depot_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/MAL_organization.txt

Code:
MAL_sentul_railway_depot_organization = {
	name = Sentul Railway Depot
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = MAL
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Event
Component: mongol.36
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, add_manpower, set_country_flag, remove_theorist, remove_chief_of_army
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.36
	title = mongol.36.t
	desc = mongol.36.d
	picture = GFX_report_event_MON_demid_in_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mongol.36.a
		add_manpower = -5
		set_country_flag = MON_demid_killed
		custom_effect_tooltip = remove_theorist remove_chief_of_army
		show_ideas_tooltip = MON_gelegdorjiin_demid_theorist MON_gelegdorjiin_demid_army_chief
		MON_soviet_low_influence_increase_effect = yes
		hidden_effect = {
			if = {
				limit = {
					has_idea = MON_gelegdorjiin_demid_theorist
				}
				remove_ideas = MON_gelegdorjiin_demid_theorist
			} {
				limit = {
					has_idea = MON_gelegdorjiin_demid_army_chief
				}
				remove_ideas = MON_gelegdorjiin_demid_army_chief
			}
			country_event = {
				id = mongol.37
				days = 7
			}
		}
	}
}
### Entity: Effect Reference
Construct: unlock_mio_trait_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_mio_trait_tooltip

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Display a tooltip saying the trait is made available (aka unlocked).
ex:
mio:my_mio = {
  unlock_mio_trait_tooltip = trait
  unlock_mio_trait_tooltip = {
	trait = my_trait_token
	show_modifiers = no # Optional, default = yes
  }
}
```