Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ARM_ghukas_madoyan
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_ghukas_madoyan = {
	name = ARM_ghukas_madoyan
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_land_7.dds
			small = gfx/interface/ideas/idea_europe_generic_land_7.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_ghukas_madoyan_army
		allowed = {
			original_tag = ARM
		}
		available = {
			has_government = communism
		}
		traits = {
			war_industry_specialist
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			politically_connected harsh_leader trickster JAP_communist_sympathizer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_government = communism
		}
	}
}
### Entity: Idea
Component: SPR_support_the_free_market
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_support_the_free_market = {
	name = SPR_support_the_free_market
	picture = can_wartime_prices_and_trade_board
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.15
	}
}
### Entity: Modifier Reference
Construct: research_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## research_speed_factor

* Number with 2 decimal places
* **Categories**: country, military_advancements
### Entity: Country History
Country: CIP
Component: CIP_technology
Constructs: set_technology
Source: game
File: history/countries/CIP - Central Indian Provinces.txt

Code:
# Starting Technologies for CIP
set_technology = {
	infantry_weapons = 1
	tech_support = 1
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_march_forwards
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_march_forwards
	icon = GFX_focus_SOV_organization_centralization_discipline
	relative_position_id = PAL_write_rifle
	x = 0
	y = 1
	cost = 7.2
	available = {

	}
	prerequisite = {
		focus = PAL_write_rifle
	} {
		focus = PAL_raise_red_banner
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PAL_march_forwards_idea
		add_war_support = 0.1
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_conscript_management_focus
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_conscript_management_focus
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = RUT_doctrine_effort
	}
	relative_position_id = RUT_carpathian_sich
	x = 4
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
		add_ideas = RUT_idea_conscript_management
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Decision
Component: LIE_support_monarchy_in_AUS_category
Constructs: division_template, add_equipment_to_stockpile, limit, random_country, add_ideas, remove_ideas, has_government, has_country_flag
Source: game
File: common/decisions/LIE.txt

Code:
LIE_support_monarchy_in_AUS_category = {
	LIE_monarchist_propaganda_in_AUS = {
		icon = generic_nationalism
		priority = 116
		allowed = {
			original_tag = LIE
		}
		available = {

		}
		visible = {
			has_government = neutrality
			NOT = {
				has_country_flag = LIE_civil_war_fired_in_AUS
			}
		}
		cost = 50
		fire_only_once = no
		days_re_enable = 120
		days_remove = 60
		ai_will_do = {
			base = 5
		}
		complete_effect = {
			AUS = {
				add_ideas = LIE_monarchist_support_idea
			}
		}
		remove_effect = {
			AUS = {
				remove_ideas = LIE_monarchist_support_idea
			}
		}
	}
	LIE_invest_in_AUS = {
		icon = generic_construction
		priority = 116
		allowed = {
			original_tag = LIE
		}
		available = {

		}
		visible = {
			has_government = neutrality
			NOT = {
				has_country_flag = LIE_civil_war_fired_in_AUS
			}
		}
		custom_cost_trigger = {
			num_of_civilian_factories_available_for_projects = > 2
		}
		custom_cost_text = decision_cost_civ_factory_3
		fire_only_once = no
		days_re_enable = 180
		days_remove = 90
		ai_will_do = {
			base = 5
		}
		modifier = {
			civilian_factory_use = 3
		}
		complete_effect = {
			AUS = {
				add_ideas = LIE_monarchist_investment_idea
			}
		}
		remove_effect = {
			AUS = {
				remove_ideas = LIE_monarchist_investment_idea
			}
		}
	}
	LIE_arm_monarchist_militias_in_AUS = {
		icon = generic_prepare_civil_war
		priority = 116
		allowed = {
			original_tag = LIE
		}
		available = {

		}
		visible = {
			has_government = neutrality
			NOT = {
				has_country_flag = LIE_civil_war_fired_in_AUS
			}
		}
		custom_cost_trigger = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		custom_cost_text = decision_cost_ie_1000
		fire_only_once = no
		days_re_enable = 180
		days_remove = 90
		ai_will_do = {
			base = 5
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
			AUS = {
				add_ideas = LIE_monarchist_militias_idea
			}
		}
		remove_effect = {
			AUS = {
				remove_ideas = LIE_monarchist_militias_idea
			}
		}
	}
	LIE_sway_army_in_AUS = {
		icon = generic_army_support
		priority = 116
		allowed = {
			original_tag = LIE
		}
		available = {

		}
		visible = {
			has_government = neutrality
			NOT = {
				has_country_flag = LIE_civil_war_fired_in_AUS
			}
		}
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = EGY_decision_cost_co
# ... (truncated)
### Entity: National Focus
Tree: que_focus
Component: QUE_democratic_diplomacy
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_in_faction, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_democratic_diplomacy
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = QUE_subsidies_to_corporations QUE_christian_social_security QUE_enshrine_women_rights
	}
	relative_position_id = QUE_trust_in_democracy
	x = 0
	y = 11
	cost = 5
	available_if_capitulated = yes
	available = {
		NOT = {
			is_in_faction = yes
		}
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	bypass = {
		is_in_faction = yes
	}
	mutually_exclusive = {
		focus = QUE_diplomatic_neutrality
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_join_demo_from_factionname_tt QUE_cores_yippie
		add_political_power = 100
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Anti-Nacistas Div 2
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising_counter.txt

Code:
division = {
	name = Anti-Nacistas Div 2
	location = 5118
	division_template = Anti-Nacistas Brigades
	start_equipment_factor = 0.8
	start_experience_factor = 0.01
}
### Entity: Event
Component: INS_chaos_events.4
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_stability, add_country_leader_role, add_popularity, complete_national_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_chaos_events.4
	title = INS_chaos_events.4.t
	desc = INS_chaos_events.4.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = INS_chaos_events.4.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_revolution_democratic = yes
					INS_check_plan_revolution_communist = yes
				}
			}
		}
		add_stability = -0.1
		INS_mohammad_hatta = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = moderatism
					expire = 1965.1.1
					 = .1
					traits = {
						INS_the_proclamator
					}
				}
			}
		}
	} {
		name = INS_chaos_events.4.b
		trigger = {
			has_completed_focus = INS_political_stabilization
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_revolution_communist = yes
					INS_check_plan_revolution_unaligned = yes
				}
			}
		}
		add_stability = -0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		} {
			ideology = neutrality
			popularity = -0.2
		}
		complete_national_focus = INS_vice_presidential_edict
	} {
		name = INS_chaos_events.4.c
		trigger = {
			has_completed_focus = INS_political_stabilization
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_revolution_democratic = yes
					INS_check_plan_revolution_unaligned = yes
				}
			}
		}
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = 0.15
		} {
			ideology = neutrality
			popularity = -0.2
		}
		complete_national_focus = INS_support_tan_malakas_coup
	}
}
### Entity: Doctrine
Component: mobile_recon_and_assault
Constructs: is_major, xp_cost, has_dlc, maximum_speed
Source: game
File: common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt

Code:
mobile_recon_and_assault = {
	track = combat_support
	name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT
	description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC
	icon = GFX_doctrine_mobile_recon_assault_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		has_dlc = La Resistance
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			original_tag = GER
		} {
			factor = 75
			original_tag = USA
		} {
			factor = 0
			is_major = no
		}
	}
	armored_car = {
		max_organisation = 3
	}
	light_armor = {
		max_organisation = 5
	}
	rewards = {
		motorization_support = {
			category_mobile_and_mobile_combat_sup = {
				maximum_speed = 0.1
				default_morale = 0.1
			}
			mot_fire_support = {
				max_organisation = 10
				soft_attack = 0.1
			}
		}
		long_range_reconnaissance = {
			category_recon = {
				maximum_speed = 0.15
			}
		}
		mobile_operational_deployments = {
			light_tank_recon = {
				battalion_mult = {
					category = category_all_armor
					breakthrough = 0.1
				}
			}
			mot_artillery_brigade = {
				soft_attack = 0.05
			}
		}
		self_propelled_support_elements = {
			category_self_propelled_artillery = {
				soft_attack = 0.1
			}
			category_self_propelled_anti_air = {
				air_attack = 0.15
				soft_attack = 0.05
			}
			category_tank_destroyers = {
				hard_attack = 0.1
				ap_attack = 0.03
			}
			armored_car = {
				breakthrough = 0.2
				default_morale = 0.2
			}
		}
		deep_reconnaissance_focus = {
			category_recon = {
				maximum_speed = 0.1
			}
			light_tank_recon = {
				recon = 0.2
				breakthrough = 0.1
			}
			category_tank_destroyer_regimental_support = {
				breakthrough = 0.2
			}
			category_self_propelled_anti_air_regimental_support = {
				breakthrough = 0.2
			}
		}
	}
}
### Entity: Idea
Component: SIA_leaders_of_a_free_southeast_asia_r56
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_leaders_of_a_free_southeast_asia_r56 = {
	removal_cost = -1
	picture = SPR_masters_of_our_own_fate
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		compliance_growth = 0.1
		resistance_target = -0.1
		send_volunteer_divisions_required = -1
		send_volunteer_size = 1
		air_volunteer_cap = 50
	}
}
### Entity: Country History
Country: PAK
Component: PAK_misc
Constructs: limit, add_ideas, set_technology, add_political_power, set_grand_doctrine, has_dlc, add_to_tech_sharing_group, set_convoys
Source: game
File: history/countries/PAK - Pakistan.txt

Code:
# Misc for PAK
capital = 443
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		CAS1 = 1
	}
}
{
	limit = {
		has_dlc = Together for Victory
	}
	add_to_tech_sharing_group = commonwealth_research
}
set_convoys = 20
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	oob = PAK_1939
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	add_ideas = {
		volunteer_only low_economic_mobilisation
	}
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_Operational_integrity
	complete_special_project = {
		project = sp:sp_air_radar
	}
	if = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		set_technology = {
			early_fighter = 1
			fighter1 = 1
		}
	}
}
create_corps_commander = {
	name = Muhammad Zia-ul-Haq
	gfx = GFX_Portrait_The_Raj_Army_Generic
	traits = {

	}
	skill = 2
	attack_skill = 2
	defense_skill = 1
	planning_skill = 2
	logistics_skill = 2
}
{
	name = Iftikhar Khan Janjua
	gfx = GFX_Portrait_The_Raj_Army_Generic_2
	traits = {

	}
	skill = 3
	attack_skill = 2
	defense_skill = 2
	planning_skill = 3
	logistics_skill = 3
}
{
	name = Akbar Khan
	gfx = GFX_Portrait_The_Raj_Army_Generic
	traits = {
		trickster
	}
	skill = 3
	attack_skill = 1
	defense_skill = 3
	planning_skill = 3
	logistics_skill = 3
}
### Entity: Character
Component: GNB_ai2
Source: game
File: common/characters/GNB.txt

Code:
GNB_ai2 = {
	advisor = {
		slot = high_command
		idea_token = GNB_ai2
		ledger = army
		allowed = {
			original_tag = GNB
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Game Rule
Component: allow_licensing
Constructs: allow_licensing
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_licensing = {
	name = RULE_ALLOW_LICENSING
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	required_dlc = Death or Dishonor
	icon = GFX_production_licenses
	option = {
		name = FREE
		text = RULE_OPTION_FREE
		desc = RULE_ALLOW_LICENSING_FREE_DESC
	} {
		name = SAME_IDEOLOGY
		text = RULE_OPTION_SAME_IDEOLOGY
		desc = RULE_ALLOW_LICENSING_SAME_IDEOLOGY_DESC
	} {
		name = SAME_FACTION
		text = RULE_OPTION_SAME_FACTION
		desc = RULE_ALLOW_LICENSING_SAME_FACTION_DESC
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_LICENSING_BLOCKED_DESC
	}
}
### Entity: Character
Component: army_equipment_producer_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
army_equipment_producer_0 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.02
			hard_attack = 0.02
			breakthrough = 0.02
			defense = 0.02
			reliability = 0.02
		}
		artillery_equipment = {
			defense = 0.05
		}
		rocket_artillery_equipment = {
			defense = 0.05
		}
		anti_tank_equipment = {
			defense = 0.05
		}
		anti_air_equipment = {
			defense = 0.05
		}
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_a_new_era_for_the_red_shirts
Constructs: division_template, prerequisite, completion_reward, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_a_new_era_for_the_red_shirts
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = ITA_the_garibaldi_legion
	}
	x = 1
	y = 1
	relative_position_id = ITA_the_garibaldi_legion
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			ITA_re_modifier_army_sub_unit_militia_max_org_factor = 0.05
		}
		custom_effect_tooltip = ITA_a_new_era_for_the_red_shirts_re_tt ITA_redshirts_div_cap_12_tt
		hidden_effect = {
			add_to_variable = {
				ITA_militias_cap = 12
			}
			set_division_template_cap = {
				division_template = Camicie Rosse
				division_cap = ITA_militias_cap
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_rural_schools
Constructs: prerequisite, limit, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots, set_variable, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_rural_schools
	icon = GFX_goal_generic_education
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 3
			date = > 1937.3.1
		}
	}
	prerequisite = {
		focus = AFG_begin_westernization
	}
	relative_position_id = AFG_begin_westernization
	completion_reward = {
		add_political_power = 50
		random_owned_controlled_state = {
			prioritize = {
				1011
			}
			add_extra_state_shared_building_slots = 1
		}
		hidden_effect = {
			set_variable = {
				AFG_rural_schools_duration = 90
			} {
				AFG_rural_schools_cost = 35
			}
		}
		unlock_decision_category_tooltip = AFG_rural_schools_category
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_preparing_ITA_coup2
Constructs: has_government, removal_cost, is_subject, is_puppet, neutrality_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_preparing_ITA_coup2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		neutrality_drift = 0.2
	}
}
### Entity: Character
Component: ARM_christopher_araratyan
Source: game
File: common/characters/ARM.txt

Code:
ARM_christopher_araratyan = {
	name = ARM_christopher_araratyan
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_land_16.dds
			small = gfx/interface/ideas/idea_europe_generic_land_16.dds
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = ARM_christopher_araratyan_chief
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			army_chief_offensive_2
		}
	} {
		cost = 100
		slot = high_command
		idea_token = ARM_christopher_araratyan_army
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			army_artillery_2
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist artillerist cavalry_officer career_officer ARM_anti_communist_sympathizer
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: bra_consegnac_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_consegnac_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		max_planning = 0.05
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_national_and_popular_army_of_spain
Constructs: prerequisite, limit, completion_reward, has_global_flag, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_national_and_popular_army_of_spain
	available = {
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_national_syndicalist_state SPA_fuse_the_parties
	}
	icon = GFX_goal_generic_army_doctrines
	x = 2
	y = 1
	relative_position_id = SPA_the_national_syndicalist_state
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_the_national_and_popular_army_of_spain_2mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		army_experience = 10
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_the_national_and_popular_army_of_spain_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_the_quebecois_economy
Constructs: has_completed_focus, prerequisite, remove_ideas, completion_reward, add_political_power, set_country_flag
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_the_quebecois_economy
	icon = GFX_goal_generic_growing_economy
	x = 0
	y = 7
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_give_canada_another_chance QUE_independence_secure
	}
	available_if_capitulated = yes
	available = {
		OR = {
			has_completed_focus = QUE_encourage_anglo_canadian_investments QUE_enforce_economic_nationalism
		} {
			has_completed_focus = QUE_keep_bank_of_canada QUE_monetary_reforms
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_political_power = 150
		country_event = quebec.22
		remove_ideas = QUE_independance_economical_shock2
		set_country_flag = QUE_good_economy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: stability.34
Constructs: is_triggered_only, remove_ideas, add_war_support, add_stability, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.34
	title = stability.34.t
	desc = stability.34.desc
	picture = GFX_report_event_degaulle_inspect_troops
	is_triggered_only = yes
	option = {
		name = stability.34.a
		remove_ideas = {
			draft_dodging draft_dodging_2 draft_dodging_3
		}
		add_stability = 0.05
		add_war_support = 0.05
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = draft_dodging_resolved
			days = 180
		}
	}
}
### Entity: Character
Component: silver_tongue
Source: game
File: common/country_leader/00_traits.txt

Code:
silver_tongue = {
	random = no
	opinion_gain_monthly_factor = 0.2
	improve_relations_maintain_cost_factor = -0.2
	justify_war_goal_time = -0.15
	foreign_subversive_activites = -0.1
}
### Entity: AI Strategy
Component: ai_focus_peaceful_JAP
Source: game
File: common/ai_focuses/JAP.txt

Code:
ai_focus_peaceful_JAP = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Character
Component: KMT_father_of_sus_democracy
Constructs: stability_factor, war_support_factor, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_father_of_sus_democracy = {
	random = no
	sprite = 13
	democratic_drift = -0.01
	neutrality_drift = 0.01
	stability_factor = 0.05
	war_support_factor = 0.05
	max_planning_factor = 0.075
}
### Entity: Character
Component: SIK_isa_yusuf_alptekin
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_isa_yusuf_alptekin = {
	name = SIK_isa_yusuf_alptekin
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIK_isa_yusuf_alptekin
		allowed = {
			original_tag = SIK
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 0.5
		}
	}
}