Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_lessons_of_the_great_war
Constructs: completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_lessons_of_the_great_war
	icon = GFX_goal_generic_small_arms
	x = 20
	y = 0
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = RAJ_lessons_of_the_great_war
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: bra_eficiencia_3
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_shared_burden_of_containment
Constructs: prerequisite, add_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_shared_burden_of_containment
	text = DEN_Reciprocal_Containment
	icon = GFX_focus_eng_global_defense
	prerequisite = {
		focus = LIE_resume_food_importation
	}
	x = 0
	y = 1
	relative_position_id = LIE_resume_food_importation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		add_ideas = den_containement
	}
}
### Entity: Idea
Component: SIA_asias_liberal_firebrand_r56_idea
Constructs: research_speed_factor, stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_asias_liberal_firebrand_r56_idea = {
	name = SIA_beacon_of_progress_r56
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		SIA_asias_liberal_firebrand_r56_branch_trigger = no
	}
	modifier = {
		political_power_factor = -0.2
		stability_factor = 0.12
		research_speed_factor = 0.08
		democratic_drift = 0.03
		army_leader_start_defense_level = 1
		stability_weekly = 0.001
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_a_socialist_republic
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_a_socialist_republic
	icon = GFX_goal_communist_visible_hand
	prerequisite = {
		focus = MON_finalize_army_reform
	} {
		focus = MON_workers_and_peasants_unite_focus
	}
	x = -2
	y = 1
	relative_position_id = MON_workers_and_peasants_unite_focus
	cost = 7.16
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_soviet_nkvd_agents
			}
			remove_ideas = MON_soviet_nkvd_agents
		}
		add_ideas = MON_socialist_republic_established
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Component: wuw_HUN_undermine_the_volksbund
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_undermine_the_volksbund
	icon = GFX_focus_HUN_dissolve_the_volksbund
	prerequisite = {
		focus = wuw_HUN_parade_istvan_bethlens_platform
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_parade_istvan_bethlens_platform
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = wuw_HUN_undermine_the_volksbund_tt
		hidden_effect = {
			set_country_flag = HUN_revolutinaries_undermined_the_volksbund_flag
		}
	}
}
### Entity: Idea
Component: COR_awt
Source: game
File: common/ideas/corsica.txt

Code:
COR_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = COR
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Idea
Component: EAI_desperate_defense_3
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_3 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.62
		industrial_capacity_dockyard = 0.15
		production_factory_efficiency_gain_factor = 0.3
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_incorporate_tajikistan
Constructs: prerequisite, has_government, owns_state, add_opinion_modifier, completion_reward, is_ally_with, random_hours, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_incorporate_tajikistan
	icon = GFX_focus_AFG_develop_tajikistan
	x = 0
	y = 1
	available = {
		has_government = communism
		is_ally_with = SOV
		SOV = {
			owns_state = 742
		}
	}
	prerequisite = {
		focus = AFG_afghan_ssr
	}
	relative_position_id = AFG_afghan_ssr
	ai_will_do = {
		factor = 1
	}
	bypass = {
		SOV = {
			NOT = {
				owns_state = 742
			}
		}
	}
	cost = 8
	completion_reward = {
		SOV = {
			country_event = {
				id = r56_afghanistan.3
				hours = 12
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_newline_tt
		effect_tooltip = {
			unlock_decision_category_tooltip = AFG_tajikistan_category
			AFG = {
				transfer_state = 742
			}
			742 = {
				add_compliance = 15
				add_dynamic_modifier = {
					modifier = AFG_severe_tajik_separatism
				}
			}
		} {
			add_opinion_modifier = {
				target = SOV
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: form_carribean_category
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
form_carribean_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_chi_political_support
}
### Entity: Character
Component: MLD_acd2
Source: game
File: common/characters/MLD.txt

Code:
MLD_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = MLD_acd2
		allowed = {
			original_tag = MLD
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.111
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.111
	title = NSB_soviet_civil_war_common.111.t
	desc = NSB_soviet_civil_war_common.111.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.111.a
	}
}
### Entity: Character
Component: ORO_margaret_ekpo
Constructs: has_government, has_idea, has_idea_with_trait
Source: game
File: common/characters/ORO.txt

Code:
ORO_margaret_ekpo = {
	name = Margaret Ekpo
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_female_africa
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = ORO_margaret_ekpo
		allowed = {
			original_tag = ORO
		}
		available = {
			NOT = {
				has_idea = r56i_laws_gender_patriarchy
				has_government = fascism
				has_idea_with_trait = fascist_demagogue
			}
		}
		traits = {
			BRA_education_pioneer
		}
		ai_will_do = {
			factor = 3
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_wants_scraping_the_barrel
Constructs: has_war, limit, has_war_with, has_country_flag, has_idea, check_variable, has_manpower, has_doctrine
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_scraping_the_barrel = {
	NOT = {
		has_idea = scraping_the_barrel
	}
	if = {
		limit = {
			has_idea = all_adults_serve
		}
		NOT = {
			conscription_ratio = < 1.0
		}
		OR = {
			check_variable = {
				EAI_reserve_mp_ratio = < 0.1
			}
			has_manpower = < 50000
			any_neighbor_country = {
				has_war_with = ROOT
				strength_ratio = {
					tag = ROOT
					ratio = > 2
				}
			}
		} {
			AND = {
				has_war = yes
				check_variable = {
					EAI_LAW_manpower_shortage_days = > 90
				}
				NOT = {
					EAI_LAW_get_volunteer_only = yes
					EAI_LAW_get_limited_conscription = yes
					EAI_LAW_get_extensive_conscription = yes
					EAI_LAW_get_women_in_the_workforce = yes
					EAI_LAW_get_service_by_requirement = yes
					EAI_LAW_get_manpower_doctrine = yes
					EAI_LAW_get_all_adults_serve = yes
					EAI_LAW_get_war_economy = yes
					EAI_LAW_get_partial_economic_mobilisation = yes
				}
			} {
				EAI_PP_store_pp_prio = yes
				amount_manpower_in_deployment_queue = < 50000
				has_doctrine = last_stand
				OR = {
					NOT = {
						EAI_stability_event_trigger = yes
					}
					AND = {
						has_capitulated = no
						OR = {
							has_country_flag = EAI_MILITARY_trend_losing_war
							check_variable = {
								EAI_reserve_mp_ratio = < 0.01
							}
						}
					}
				} {
					has_war_support = > 0.55
					AND = {
						has_capitulated = no
						OR = {
							has_country_flag = EAI_MILITARY_trend_losing_war
							check_variable = {
								EAI_reserve_mp_ratio = < 0.03
							}
						}
					}
				}
				NOT = {
					EAI_LAW_get_women_in_the_workforce = yes
				}
			}
		}
	}
	else_if = {
		limit = {
			always = no
		}
	}
	else = {
		always = no
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_land_factory_applied_camouflage
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus
Source: game
File: common/military_industrial_organization/policies/_land_policies.txt

Code:
mio_policy_land_factory_applied_camouflage = {
	icon = GFX_mio_policy_factory_applied_camouflage
	allowed = {
		OR = {
			has_mio_equipment_type = armor motorized mechanized anti_tank flame anti_air artillery rocket infantry mio_cat_eq_all_medium_tank mio_cat_eq_all_heavy_tank light_tank_artillery_chassis medium_tank_artillery_chassis heavy_tank_artillery_chassis
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		same_as_mio = {
			defense = 0.02
			breakthrough = 0.02
		}
	}
}
### Entity: Character
Component: SOV_grigory_kulik
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_grigory_kulik = {
	name = SOV_grigory_kulik
	portraits = {
		army = {
			large = GFX_portrait_SOV_grigory_kulik
			small = GFX_portrait_SOV_grigory_kulik_small
		}
	}
	corps_commander = {
		traits = {
			old_guard inflexible_strategist career_officer politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: RCG_aco2
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = RCG
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: HOL_make_use_of_our_riches
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_make_use_of_our_riches = {
	picture = generic_exploit_mines
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_the_communist_press
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_the_communist_press
	icon = GFX_focus_generic_printing_press
	prerequisite = {
		focus = CZE_increase_funding_from_moscow
	}
	cost = 5
	relative_position_id = CZE_increase_funding_from_moscow
	x = 0
	y = 1
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_pavel_reiman
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_50
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_50 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 50
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 50
	}
}
### Entity: Music Config
Component: allied_speeches/i_have_returned
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = i_have_returned
	chance = {
		factor = 0
	}
}
### Entity: Scripted Effect
Component: EAI_PP_return_stored
Constructs: limit, has_country_flag, add_political_power, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_pp_management_effects.txt

Code:
EAI_PP_return_stored = {
	if = {
		limit = {
			has_country_flag = EAI_pp_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | PP: returning [?EAI_PP_stored_pp], PP = [?political_power]
	}
	add_political_power = EAI_PP_stored_pp
	set_variable = {
		EAI_PP_stored_pp = 0
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_japanese_army_training
Constructs: prerequisite, limit, completion_reward, is_subject_of, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_japanese_army_training
	icon = GFX_focus_generic_japanese_imperial_glory
	available = {
		is_subject_of = JAP
	}
	prerequisite = {
		focus = INS_japanese_resource_infrastructure
	}
	mutually_exclusive = {

	}
	x = -2
	y = 2
	relative_position_id = INS_defenders_of_homeland
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = INS_japanese_army_training
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		} {
			name = INS_japanese_army_training
			bonus = 0.5
			uses = 1
			category = air_equipment
		}
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1058 335 1051
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Trigger Reference
Construct: pc_is_state_claimed_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_state_claimed_by

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

```
Check if state is claimed in conference by TAG
Example:
pc_is_state_claimed_by = SOV/ROOT/ROOT.FROM
```
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TAN_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = TAN
		}
		requested_factories = 1
		progress = 0.57
		efficiency = 100
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_empower_khrushchev
Constructs: create_country_leader, prerequisite, completion_reward, load_focus_tree, add_popularity, set_politics, set_country_flag
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_empower_khrushchev
	icon = GFX_goal_nikita_khrushchev
	prerequisite = {
		focus = SOV_civil_war_rehabilitate_military
	} {
		focus = SOV_civil_war_conduct_mass_arrests
	} {
		focus = SOV_civil_war_implament_recovery_programs
	}
	relative_position_id = SOV_civil_war_implament_recovery_programs
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		create_country_leader = {
			name = Nikita Khrushchev
			picture = r56_portrait_SOV_Nikita_Khrushchev.dds
			expire = 1965.1.1
			ideology = stalinism
		}
		load_focus_tree = {
			tree = soviet_focus
			keep_completed = yes
		}
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		set_country_flag = SOV_khruschev_flag
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_expand_spanish_bases
Constructs: prerequisite, completion_reward, is_in_faction_with, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_expand_spanish_bases
	available = {
		OR = {
			is_in_faction_with = ENG USA
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_stabilization_plan
	}
	icon = GFX_goal_generic_construct_military
	x = 0
	y = 1
	relative_position_id = SPA_the_stabilization_plan
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		171 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 758
				instant_build = yes
			}
		}
		790 = {
			add_building_construction = {
				type = naval_base
				level = 1
				province = 11707
				instant_build = yes
			}
		}
		792 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 740
				instant_build = yes
			}
		}
		165 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 9764
				instant_build = yes
			}
		}
		167 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 6906
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 4098
				instant_build = yes
			}
		}
		168 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 10024
				instant_build = yes
			}
		}
		173 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 747
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 9979
				instant_build = yes
			}
		}
		169 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 1048
				instant_build = yes
			}
		}
		41 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		177 = {
			add_building_construction = {
				type = naval_base
				level = 1
				province = 9793
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 7114
				instant_build = yes
			}
		}
		178 = {
			add_building_construct
# ... (truncated)
### Entity: Character
Component: construction_company_shell
Source: game
File: common/country_leader/00_traits.txt

Code:
construction_company_shell = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: MAN_five_peoples
Constructs: stability_factor, army_attack_factor, is_subject, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_five_peoples = {
	allowed = {
		always = yes
	}
	cancel = {
		is_subject = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.02
		stability_factor = 0.05
		political_power_factor = 0.05
		conscription_factor = 0.1
		army_attack_factor = 0.02
	}
}
### Entity: Idea
Component: EAI_HARD/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: wtt_germany.12
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.12
	title = wtt_germany.12.t
	desc = wtt_germany.12.d
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = wtt_germany.12.a
		hidden_effect = {
			news_event = {
				id = wtt_news.5
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_reconquista
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_reconquista
	icon = GFX_focus_PHI_reconquista
	prerequisite = {
		focus = PHI_exile_support PHI_grassroot_guerillas
	}
	relative_position_id = PHI_exile_support
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_resistance_movement_dynamic_modifier_tt
		add_to_variable = {
			PHI_resistance_army_core_attack_factor = 0.1
			tooltip = army_core_attack_factor_tt
		} {
			PHI_resistance_weekly_casualties_war_support = 0.005
			tooltip = weekly_casualties_war_support_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_gosta_bagge_i_cabinet
Constructs: prerequisite, completion_reward, set_party_name, add_popularity
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_gosta_bagge_i_cabinet
	icon = GFX_goal_SWE_gosta_bagge_i_cabinet
	prerequisite = {
		focus = SWE_swedish_internal_policy
	}
	mutually_exclusive = {
		focus = SWE_hansson_iii_cabinet
	}
	relative_position_id = SWE_swedish_internal_policy
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		set_party_name = {
			ideology = democratic
			name = SWE_aat_hogern
			long_name = Högerpartiet
		}
		promote_character = SWE_gosta_bagge
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: poland.40
Constructs: is_triggered_only, limit, add_tech_bonus, is_controlled_by, add_building_construction
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.40
	title = poland.40.t
	desc = poland.40.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.40.a
		POL = {
			add_tech_bonus = {
				name = POL_German_Berlinka_Highway_Project
				bonus = 1.0
				uses = 1
				category = construction_tech
			}
			98 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			807 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			10 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}