Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: HAI_CL_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Croiseur Léger %d
	unique = {
		Jérémie Port Sali Cap Haitien Port de Paix Jean Rabel
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_persian_gulf_navy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_persian_gulf_navy
	icon = GFX_goal_PER_mine_the_straits
	prerequisite = {
		focus = IRQ_strike_force IRQ_coastal_defense
	}
	relative_position_id = IRQ_persian_gulf_supremacy
	x = 0
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = IRQ_persian_gulf_navy
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_KNIL_marines
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_KNIL_marines
	icon = GFX_focus_eng_special_air_service
	ai_will_do = {
		factor = 3
	}
	x = 1
	y = 1
	relative_position_id = INS_naval_warfare
	prerequisite = {
		focus = INS_naval_warfare
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = marine_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_invite_foreign_instructors
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_invite_foreign_instructors
	icon = GFX_goal_generic_intelligence_exchange
	cost = 10
	prerequisite = {
		focus = VIN_establish_the_national_army_of_vietnam
	}
	available = {
		is_in_faction = yes
	}
	completion_reward = {
		add_ideas = VIN_foreign_instructors
	}
	x = 58
	y = 1
}
### Entity: Decision
Component: AUS_make_crownland_category
Constructs: has_completed_focus, is_fully_controlled_by, is_core_of
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_make_crownland_category = {
	icon = GFX_decision_category_generic_foreign_policy
	allowed = {
		original_tag = AUS
	}
	visible_when_empty = yes
	visible = {
		any_controlled_state = {
			is_fully_controlled_by = AUS
			NOT = {
				is_core_of = AUS
			}
			OR = {
				state = 9 69 74 75 72 88 89 91 80 102 956 853 850 66 67 762 70 71 73 664 155 1104 43 154 913 109 736 852 958 103 163 961 804 962 104 959 952 764 959 82 83 84 75 80 89 45 76 996
			}
		}
		has_completed_focus = AUS_grant_crownland_status
	}
	priority = 200
	on_map_area = {
		target_array = controlled_states
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = AUS
				}
				OR = {
					state = 9 69 74 75 72 88 89 91 80 102 956 853 850 66 67 762 70 71 73 664 155 1104 43 154 913 109 736 852 958 103 163 961 804 962 104 959 952 764 959 82 83 84 75 80 89 45 76 996
				}
			}
		}
		name = AUS_make_crownland_map_area
		zoom = 350
	}
}
### Entity: Character
Component: SPR_antonio_escobar_huerta
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_antonio_escobar_huerta = {
	name = SPR_antonio_escobar_huerta
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_antonio_escobar_huerta
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			has_completed_focus = SPR_maintain_the_second_republic
			NOT = {
				has_completed_focus = SPR_communists_in_the_government
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_logistics_2
		}
		cost = 100
	}
}
### Entity: Idea
Component: industrial_destruction_spirit
Constructs: has_air_academy, has_doctrine, research_bonus, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
industrial_destruction_spirit = {
	ledger = air
	available = {
		AND = {
			has_air_academy = yes
			has_doctrine = new_strategic_destruction
		}
	}
	research_bonus = {
		heavy_air = 0.05
	}
	modifier = {
		large_plane_airframe_design_cost_factor = -0.75
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: AI Strategy
Component: ETH_fascist_collaborationist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ETH_alternate_strategy_plan.txt

Code:
ETH_fascist_collaborationist_plan = {
	name = Ethiopian Collaborationist Plan
	desc = RULE_OPTION_ETH_COLLABORATIONIST_desc
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			has_country_flag = ETH_AI_RANDOM_COLLABORATIONIST
			has_game_rule = {
				rule = ETH_ai_behavior
				option = Collaborationist
			}
		}
		has_DLC = By Blood Alone
	}
	abort = {

	}
	ai_national_focuses = {
		ETH_reach_out_to_the_italians ETH_sway_the_warlords ETH_expand_the_bodyguard ETH_declare_for_italy ETH_falling_back ETH_the_defense_of_addis_ababa ETH_a_last_stand ETH_restore_the_country ETH_invite_italian_settlers ETH_amedeos_feast_of_maskal ETH_invite_italian_investors ETH_cooperation ETH_recruit_mercenaries ETH_develop_the_capital_region ETH_encourage_local_development ETH_increased_factory_output ETH_rapid_industrial_expansion ETH_infrastructure_projects ETH_ecole_militaire_haile_selassie_1er ETH_expand_the_mehal_sefari
	}
}
### Entity: Idea
Component: EAI_DD_16/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Idea
Component: SIA_taking_the_fight_underground2_r56
Constructs: has_war, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_taking_the_fight_underground2_r56 = {
	name = SIA_taking_the_fight_underground_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = MEX_politicised_army
	cancel = {
		has_war = no
	}
	modifier = {
		target_sabotage_factor = 0.15
		resistance_damage_to_garrison_on_our_occupied_states = 0.15
		equipment_capture_factor = 0.15
		exiled_government_weekly_manpower = 200
		army_core_attack_factor = 0.05
		army_breakthrough_against_major_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: Faction
Component: faction_manifest_china_territorial_integrity_chiang_upgraded
Constructs: war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_china_territorial_integrity_chiang_upgraded = {
	name = china_territorial_integrity_goal_name
	description = china_territorial_integrity_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:china_potential_core_states
		completed_amount_collection = collection:china_core_states_controlled_by_faction_leader_ideology
		scale = {
			war_support_factor = 0.1
			political_power_factor = 0.1
		}
		reversed = {
			army_core_defence_factor = 0.2
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					subjects_autonomy_gain = -0.5
					autonomy_gain_warscore = -0.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_five_equal_peoples
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_five_equal_peoples
	icon = GFX_goal_generic_national_unity
	mutually_exclusive = {
		focus = MAN_tsr_staff_the_court_with_manchus
	}
	prerequisite = {
		focus = MAN_tsr_request_control_of_the_railways
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_request_control_of_the_railways
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Technology
Component: damage_control_2
Constructs: has_war, research_cost, is_historical_focus_on
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2.5
	path = {
		leads_to_tech = damage_control_3
		research_cost_coeff = 1
	}
	critical_receive_chance = -0.1
	naval_critical_effect_factor = -0.1
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 6
		}
	}
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date = < 1939.1.1
		} {
			is_historical_focus_on = yes
			tag = JAP
			factor = 0.25
		} {
			tag = USA
			factor = 3
		} {
			has_war = yes
			factor = 2
		}
	}
	categories = {
		naval_equipment ship_modules_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Name List
Component: GUA
Source: game
File: common/names/00_names.txt

Code:
GUA = {
	male = {
		names = {
			Alejandro Andrés Aniceto Arturo Bartolomé Basilio Benito Benjamín Bernardo Carlos Daniel Diego Doroteo Eduardo Eugenio Felipe Félix Fermín Fernando Francisco Fruto Jacobo Jesús Joaquín Jorge José Francisco José María Juan Juan Antonio Juan Pablo Julio Justo Lisandro Lorenzo Manuel Marcelino Maximiliano Máximo Óscar Pedro Ponciano Próspero Rafael Ramón Santiago Sebastián Tiburcio Tomás Toribio Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Aguilar Andino Araujo Arbenz Barahona Barillas Barrios Cabañas Cárdenas Carrera Castellanos Chamorro Chávez Corral Escalón Esquivel Estrada Ezeta Fernández Ferrera Figueroa Garrigó Guzmán Hernández Jerez Jiménez Leiva López Machado Martínez Medina Mejía Menéndez Montes Montiel Morazán Palacios Peralta Quiros Regalado Rosales Sevilla Sinibaldi Soto Terán Ubico Vasconcelos Vigil Zelaya Zeledón
	}
	callsigns = {

	}
}
### Entity: Character
Component: GRE_aristeidis_moraitinis
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_aristeidis_moraitinis = {
	name = GRE_aristeidis_moraitinis
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = GRE_aristeidis_moraitinis
		ledger = air
		allowed = {
			original_tag = GRE
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FTR_equipment_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FTR_equipment_production = {
	EAI_FTR_military_focus = yes
	has_tech = basic_small_airframe
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_indoctrination_focus
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_indoctrination_focus
	icon = GFX_goal_communist_brain
	prerequisite = {
		focus = KAL_revolutionary_pioneer_organizations
	} {
		focus = KAL_collectivist_propaganda
	}
	relative_position_id = KAL_collectivist_propaganda
	text = indoctrination_focus
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		communism = > 0.7
	}
	completion_reward = {
		add_political_power = 150
		add_ideas = indoctrination_focus
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Technology
Component: engine_tech_1
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	path = {
		leads_to_tech = engine_tech_2
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = engine_tech_1_tt
	}
	show_effect_as_desc = yes
	research_cost = 1
	start_year = 1934
	folder = {
		name = nsb_armour_folder
		position = {
			x = 2
			y = @1935
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1937.1.1
		} {
			factor = 1.5
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_90
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_90 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 90
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 90
	}
}
### Entity: Scripted Effect
Component: TUR_upgrade_random_fundamentalist_defiance_effect
Constructs: limit, random_owned_state, has_dynamic_modifier, save_event_target_as, remove_core_of, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_upgrade_random_fundamentalist_defiance_effect = {
	custom_effect_tooltip = TUR_upgrade_random_fundamentalist_defiance_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			}
			save_event_target_as = TUR_fundamentalist_state
		}
		event_target:TUR_fundamentalist_state = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_insurgency
					}
				}
				remove_core_of = TUR
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_sedition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_sedition
				}
				add_dynamic_modifier = {
					modifier = islamist_insurgency
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_opposition
				}
				add_dynamic_modifier = {
					modifier = islamist_sedition
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamists_placated
					}
				}
				remove_dynamic_modifier = {
					modifier = islamists_placated
				}
				add_dynamic_modifier = {
					modifier = islamist_opposition
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_shigenori_togo
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_shigenori_togo = {
	name = JAP_shigenori_togo
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_shigenori_togo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_shigenori_togo
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_okadas_military_purge_speech
			}
		}
		available = {
			has_completed_focus = JAP_ministry_of_greater_east_asia
		}
		traits = {
			JAP_minister_for_greater_east_asia
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: kmt.29
Constructs: is_triggered_only, add_ideas, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.29
	title = kmt.29.t
	desc = {
		text = kmt.29.d_1
		trigger = {
			FROM = {
				NOT = {
					has_country_flag = die_sinkiang_scum
				}
			}
		}
	} {
		text = kmt.29.d_2
		trigger = {
			FROM = {
				has_country_flag = die_sinkiang_scum
			}
		}
	}
	picture = GFX_report_event_soviet_finnish_pact
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.29.a
		add_ideas = KMT_framed_mongolia
		set_country_flag = no_faction
	}
}
### Entity: Event
Component: wtt_infiltration.597
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.597
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Faction
Component: faction_goal_expand_gulf_of_aden_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_gulf_of_aden_bases = {
	name = expand_gulf_of_aden_bases_goal_name
	description = control_gulf_of_aden_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		992 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		992 = {
			air_base = > 2
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 992
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_form_the_rnzaf
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, add_breakthrough_progress, random_state, has_state_flag
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_form_the_rnzaf
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = NZL_expand_the_nzpaf
	}
	x = 0
	y = 1
	relative_position_id = NZL_expand_the_nzpaf
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		random_state = {
			limit = {
				has_state_flag = NZL_expand_the_nzpaf_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = NZL_form_the_rnzaf
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = NZL_expand_the_nzpaf_AB
		}
		add_doctrine_cost_reduction = {
			name = NZL_form_the_rnzaf
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: wtt_news.39
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.39
	title = wtt_news.39.t
	desc = wtt_news.39.desc
	picture = GFX_news_event_050
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.39.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.39.b
		trigger = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC CHI
			}
		}
	} {
		name = wtt_news.39.c
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.39.e
		trigger = {
			original_tag = JAP
		}
	} {
		name = wtt_news.39.d
		trigger = {
			NOT = {
				original_tag = CHI PRC JAP
				is_literally_china = yes
			}
		}
	}
}
### Entity: Character
Component: ENG_robert_watson_watt
Source: game
File: common/characters/ENG.txt

Code:
ENG_robert_watson_watt = {
	name = ENG_robert_watson_watt
	portraits = {
		army = {
			large = GFX_portrait_ENG_robert_watson_watt
		}
	}
	scientist = {
		traits = {
			scientist_trait_electronics_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_organize_protests_in_the_south
Constructs: prerequisite, add_stability, completion_reward, add_popularity, swap_ideas, remove_idea, add_idea, set_variable
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_organize_protests_in_the_south
	prerequisite = {
		focus = PRU_reject_international_ideologies
	} {
		focus = PRU_convince_the_high_command
	}
	icon = GFX_goal_generic_socialism_fist
	x = 0
	y = 2
	relative_position_id = PRU_crown_an_inca
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.01
		}
		swap_ideas = {
			remove_idea = PRU_inca_army_2
			add_idea = PRU_inca_army_3
		}
		set_variable = {
			PRU_oli_loyalty = -2
		}
		PRU_partidos_update_update_effect = yes
		custom_effect_tooltip = PRU_oli_loyalty_hostile_status_text
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ERI_ncm
Source: game
File: common/characters/ERI.txt

Code:
ERI_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = ERI_ncm
		allowed = {
			original_tag = ERI
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_secular_rule
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_secular_rule
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = RAJ_unite_the_subcontinent
	}
	mutually_exclusive = {
		focus = RAJ_theocratic_rule
	}
	x = -2
	y = 1
	relative_position_id = RAJ_unite_the_subcontinent
	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_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = idea_RAJ_secular_rule
	}
}
### Entity: Character
Component: PHI_political_hacendado
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_political_hacendado = {
	random = no
	sprite = 13
	trade_laws_cost_factor = -0.5
	economy_cost_factor = -0.25
	consumer_goods_factor = -0.1
}