Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_Sweden_nationalists.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.19
	title = AAT_Sweden_nationalists.19.t
	desc = AAT_Sweden_nationalists.19.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.19.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: SWE_every_barrel_counts
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_every_barrel_counts = {
	random = no
	supply_consumption_factor = -0.05
	air_fuel_consumption_factor = -0.05
	navy_fuel_consumption_factor = -0.05
}
### Entity: State History
Component: 286
Constructs: add_core_of
Source: game
File: history/states/286-Indochina.txt

Code:
state = {
	id = 286
	name = STATE_286
	resources = {
		rubber = 22
	}
	manpower = 2045000
	buildings_max_level_factor = 1.0
	state_category = town
	history = {
		owner = FRA
		add_core_of = VIN CHM
		victory_points = {
			12204 1
		} {
			10309 2
		}
		buildings = {
			infrastructure = 2
			10309 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1248 1285 1300 1328 1400 1605 4255 4334 4363 4405 7229 7271 7380 10180 10137 10162 10232 10309 12109 12150 12176 12204
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 854
Constructs: add_core_of
Source: game
File: history/states/854-Jawf.txt

Code:
state = {
	id = 854
	name = STATE_854
	provinces = {
		2057 4974 8101 10815 10901
	}
	history = {
		owner = SAU
		add_core_of = SAU
	}
	manpower = 5000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: JAP_army_faction_goes_up_from_tier_2_to_tier_3
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_army_faction_goes_up_from_tier_2_to_tier_3 = {
	JAP_add_influential_imperial_faction = yes
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_army_faction_tier_2_equal_navy
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_2_equal_navy
				add_idea = JAP_army_faction_tier_3_greater_1
			} {
				remove_idea = JAP_naval_faction_tier_2_equal_army
				add_idea = JAP_naval_faction_tier_2_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
		else_if = {
			limit = {
				has_idea = JAP_army_faction_tier_2_greater_1
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_2_greater_1
				add_idea = JAP_army_faction_tier_3_greater_2
			} {
				remove_idea = JAP_naval_faction_tier_2_lesser_1
				add_idea = JAP_naval_faction_tier_2_lesser_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_2_lesser_1
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_2_lesser_1
				add_idea = JAP_army_faction_tier_3_equal_navy
			} {
				remove_idea = JAP_naval_faction_tier_3_greater_1
				add_idea = JAP_naval_faction_tier_3_equal_army
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_2_lesser_2
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_2_lesser_2
				add_idea = JAP_army_faction_tier_3_lesser_1
			} {
				remove_idea = JAP_naval_faction_tier_4_greater_2
				add_idea = JAP_naval_faction_tier_4_greater_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
	}
	ELSE = {
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_2
			add_idea = JAP_army_faction_tier_3
		}
	}
}
### Entity: Character
Component: international_communist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
international_communist = {
	random = no
	opinion_gain_monthly_same_ideology_factor = 1
	subversive_activites_upkeep = -0.5
	conscription = 0.02
	war_support_factor = 0.05
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_sharett_diplomacy
Constructs: prerequisite, limit, completion_reward, add_offsite_building, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_sharett_diplomacy
	icon = GFX_goal_generic_foreign_diplomacy2
	relative_position_id = ISR_sharett_takes_over
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_sharett_reforms
	} {
		focus = ISR_further_palestinian_negotiations
	}
	cost = 5
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: State History
Component: 654
Constructs: add_core_of
Source: game
File: history/states/654-sov state 8.txt

Code:
state = {
	id = 654
	name = STATE_654
	manpower = 153510
	state_category = wasteland
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV ALT
		victory_points = {
			4800 1
		}
	}
	provinces = {
		4781 4800 10531 10713 12509
	}
	local_supplies = 2.0
}
### Entity: Effect Reference
Construct: remove_unit_leader_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_unit_leader_trait

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Remove trait from unit leader
Example: SOV_konstantin_rokossovsky = { remove_unit_leader_trait = media_personality }
```
### Entity: AI Strategy
Component: ENG_USA_careful_with_early_invasions
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_careful_with_early_invasions = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = < 1942.5.1
		OR = {
			is_in_faction_with = ENG
		}
		NOT = {
			SOV = {
				has_war_with = GER
				surrender_progress = > 0.15
			}
		}
	}
	abort = {
		OR = {
			SOV = {
				has_war_with = GER
				surrender_progress = > 0.23
			}
			date = > 1942.5.1
		}
	}
	ai_strategy = {
		type = invade
		id = ITA
		value = -500
	} {
		type = invade
		id = GER
		value = -500
	} {
		type = invade
		id = VIC
		value = -500
	} {
		type = area_priority
		id = scandinavia
		value = -300
	}
}
### Entity: Trigger Reference
Construct: gives_military_access_to
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## gives_military_access_to

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if country gives military access to specified country
```
### Entity: Scripted Effect
Component: DEN_available_candidates
Constructs: limit, check_variable, has_character, has_country_leader
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_available_candidates = {
	if = {
		limit = {
			check_variable = {
				DEN_democratic_popularity = > 29
			}
			NOT = {
				has_character = DEN_thorvald_stauning
				has_country_leader = {
					ruling_only = yes
					character = DEN_vilhelm_buhl
				}
			}
		}
		custom_effect_tooltip = DEN_vilhelm_buhl
	} {
		limit = {
			check_variable = {
				DEN_democratic_popularity = > 29
			}
			has_character = DEN_thorvald_stauning
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = DEN_thorvald_stauning
				}
			}
		}
		custom_effect_tooltip = DEN_thorvald_stauning
	} {
		limit = {
			check_variable = {
				DEN_democratic_popularity = > 29
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = DEN_knud_kristensen
				}
			}
		}
		custom_effect_tooltip = DEN_knud_kristensen
	} {
		limit = {
			check_variable = {
				DEN_democratic_popularity = > 29
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = DEN_christmas_moller
				}
			}
		}
		custom_effect_tooltip = DEN_christmas_moller
	} {
		limit = {
			check_variable = {
				DEN_communism_popularity = > 19
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = DEN_aksel_larsen
				}
			}
		}
		custom_effect_tooltip = DEN_aksel_larsen
	} {
		limit = {
			check_variable = {
				DEN_neutrality_popularity = > 19
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = DEN_knud_bach
				}
			}
		}
		custom_effect_tooltip = DEN_knud_bach
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_adopt_nufus
Constructs: has_country_flag, add_stability, completion_reward, remove_dynamic_modifier, add_dynamic_modifier, clr_country_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_adopt_nufus
	icon = GFX_focus_AFG_adopt_nufus
	x = 6
	y = 0
	relative_position_id = AFG_maintain_quami
	mutually_exclusive = {
		focus = AFG_maintain_quami
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_country_flag = AFG_raise_quami_active
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_stability = -0.1
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AFG_adopt_nufus_tt generic_skip_one_line_tt AFG_mohammed_daoud_khan_available_as_general_tt
		remove_dynamic_modifier = {
			modifier = AFG_quami_modifier
		}
		add_dynamic_modifier = {
			modifier = AFG_nufus_modifier
		}
		hidden_effect = {
			clr_country_flag = AFG_quami_is_active
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_establish_radio_networks
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_tech
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_establish_radio_networks
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = AFG_electrification
	}
	x = 0
	y = 1
	relative_position_id = AFG_electrification
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = AFG_radio_networks
		IF = {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_technology = {
				radio = 1
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_operation_tiger
Constructs: has_completed_focus, prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_ally_with, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_operation_tiger
	icon = GFX_goal_AFG_operation_tiger
	x = -1
	y = 1
	cost = 8
	available = {
		is_subject = no
		any_other_country = {
			any_owned_state = {
				OR = {
					state = 445 444 442
				}
			}
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			has_completed_focus = AFG_mirzali_as_emir
			AND = {
				owns_state = 445 444 442
			}
			any_country = {
				owns_state = 445 444 442
				OR = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_join_the_axis
	}
	relative_position_id = AFG_join_the_axis
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_category_tooltip = AFG_inflitrate_pakistan_category
		activate_mission = AFG_declare_war
		set_country_flag = AFG_india_war_flag
		custom_effect_tooltip = r56_newline AFG_will_lead_to_war_PAK
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_public_housing_programs
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_public_housing_programs
	icon = GFX_focus_generic_low_cost_housing
	relative_position_id = AUS_revive_the_schutzbund
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_democracy_of_the_proletariat
	} {
		focus = AUS_revive_the_schutzbund
	} {
		focus = AUS_remember_red_vienna
	}
	cost = 8
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				4
			}
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_30
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_30 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_RAJ_booming_industry
Constructs: has_war, set_rule, removal_cost, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_booming_industry = {
	picture = generic_exploit_mines
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	on_add = {
		set_rule = {
			can_join_factions = no
		}
	}
	on_remove = {
		set_rule = {
			can_join_factions = yes
		}
	}
	cancel = {
		has_war = yes
	}
	removal_cost = -1
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		production_speed_infrastructure_factor = 0.2
		production_speed_industrial_complex_factor = 0.1
		consumer_goods_factor = -0.2
	}
}
### Entity: Idea
Component: pirelli
Constructs: research_bonus
Source: game
File: common/ideas/r56_italy.txt

Code:
pirelli = {
	allowed = {
		original_tag = ITA
	}
	traits = {
		refinery_concern
	}
	modifier = {
		production_speed_rubber_refinery_factor = 0.1
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: BRA_random_army_chief
Source: game
File: common/characters/BRA.txt

Code:
BRA_random_army_chief = {
	portraits = {
		army = {
			small = GFX_Portrait_South_America_Generic_3_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = BRA_random_army_chief
		allowed = {
			original_tag = BRA
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Into_India
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Into_India
	icon = GFX_focus_RAJ_british_investors
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction_with = RAJ
		}
		RAJ = {
			exists = yes
		}
		surrender_progress = < 0.1
		OR = {
			ROOT = {
				controls_state = 440
			}
			AND = {
				any_country = {
					controls_state = 440
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	prerequisite = {
		focus = PAK_The_Graveyard_of_Empires
	}
	x = 7
	y = 7
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = RAJ
			expire = 0
		}
	}
}
### Entity: Idea
Component: ARG_eliminate_american_imperialism_idea
Constructs: war_support_factor, army_attack_factor, removal_cost, conscription_factor, communism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_eliminate_american_imperialism_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_eliminate_american_imperialism
	modifier = {
		war_support_factor = 0.2
		conscription_factor = 0.1
		communism_drift = 0.15
		supply_consumption_factor = -0.05
		army_attack_factor = 0.1
	}
}
### Entity: National Focus
Component: uk_australia_focus
Constructs: prerequisite, limit, random_country, add_opinion_modifier, completion_reward, is_in_faction_with, complete_tooltip, every_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_australia_focus
	prerequisite = {
		focus = uk_commonwealth_focus
	}
	available = {
		any_country = {
			original_tag = AST
			is_in_faction_with = ROOT
		}
	}
	bypass = {
		OR = {
			AST = {
				exists = no
			} {
				custom_trigger_tooltip = {
					tooltip = construction_effort_tt
					all_owned_state = {
						free_building_slots = {
							building = industrial_complex
							size = < 1
							include_locked = yes
						}
					}
				} {
					tooltip = naval_effort_tt
					all_owned_state = {
						free_building_slots = {
							building = dockyard
							size = < 1
							include_locked = yes
						}
					}
				}
			}
		}
	}
	icon = GFX_goal_generic_construct_civilian
	x = 1
	y = 1
	relative_position_id = uk_commonwealth_focus
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		random_country = {
			limit = {
				original_tag = AST
				is_in_faction_with = ROOT
			}
			add_opinion_modifier = {
				target = ENG
				modifier = aided_industry
			}
			every_state = {
				limit = {
					has_state_flag = ENG_uk_australia_focus_1IC
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					has_state_flag = ENG_uk_australia_focus_2dockyards
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					has_state_flag = ENG_uk_australia_focus_1dockyard
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = uk_australia_focus
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		AST = {
			add_opinion_modifier = {
				target = ENG
				modifier = aided_industry
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = ENG_uk_australia_focus_1IC
			} {
				limit = {
					free_building_slots = {
						buildi
# ... (truncated)
### Entity: Character
Component: JAP_militarist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_militarist = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	land_doctrine_cost_factor = -0.1
	experience_gain_army = 0.04
}
### Entity: AI Strategy
Component: EGY_root_out_sudanese_separatism_in_upper_nile
Constructs: has_completed_focus, has_war
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_root_out_sudanese_separatism_in_upper_nile = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_completed_focus = EGY_pacify_the_sudanese EGY_disband_sudanese_partisans
		}
		884 = {
			EGY_has_sudanese_separatism = yes
		}
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			884
		}
		subtract_fronts_from_need = yes
	} {
		type = equipment_stockpile_surplus_ratio
		value = 2
	}
}
### Entity: Event
Component: BBA_switzerland.22
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, give_guarantee
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.22
	title = BBA_switzerland.22.t
	desc = BBA_switzerland.22.desc
	picture = GFX_report_event_SWI_cantons_flags_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.22.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		var:SWI.SWI_angriest_country = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_too_costly_to_invade
			}
		}
		effect_tooltip = {
			FROM = {
				give_guarantee = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_prepare_the_african_theater
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, has_war_with_major, every_controlled_state, is_core_of
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_prepare_the_african_theater
	prerequisite = {
		focus = POR_avenge_our_overseas_losses
	}
	icon = GFX_focus_por_the_pink_map
	cost = 5
	x = 2
	y = 1
	relative_position_id = POR_avenge_our_overseas_losses
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			ENG = {
				has_war_with_major = yes
			}
		}
	}
	available = {
		NOT = {
			has_country_flag = POR_abandoned_african_colonial_claims_flag
		}
		891 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		897 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		896 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		544 = {
			is_controlled_by_ROOT_or_subject = yes
		}
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = POR_prepare_the_african_theater_tt CHL_skip_one_line_tt
		every_controlled_state = {
			limit = {
				OR = {
					is_core_of = ANG MZB
				}
			}
			add_dynamic_modifier = {
				modifier = r56_logistical_buildup
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_borders_VS_COUNTRY
Constructs: add_to_temp_array, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_borders_VS_COUNTRY = {
	add_to_temp_array = {
		_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
	}
	ROOT = {
		EAI_PC_AIRBASE_get_best_target_on_borders = yes
	}
	clear_temp_array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_coastal_fleet
Constructs: shared_focus, prerequisite, completion_reward, set_technology, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_coastal_fleet
	icon = GFX_focus_SWE_coastal_support
	prerequisite = {
		focus = SMB_reescalate_the_naval_arms_race
	}
	relative_position_id = SMB_reescalate_the_naval_arms_race
	mutually_exclusive = {
		focus = SMB_blue_water_fleet
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		set_technology = {
			coastal_defense_ships = 1
		}
		add_tech_bonus = {
			name = SMB_coastal_fleet
			bonus = 1.0
			uses = 2
			category = ca_tech dd_tech
		}
	}
}
### Entity: Idea
Component: SAF_abandon_westminster_communism
Constructs: has_government, removal_cost, autonomy_gain, democratic_drift, communism_drift
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_abandon_westminster_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system_communism
	modifier = {
		autonomy_gain = 1
		democratic_drift = -0.03
		communism_drift = 0.03
	}
}
### Entity: Order of Battle
Component: 12. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 12. SS-Sturmbrigade
	location = 13116
	division_template = SS-Sturmbrigade
}