Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_armament_investments_3
Constructs: prerequisite, has_war, completion_reward, has_civil_war, is_controlled_by, has_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_armament_investments_3
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = NOR_a_serious_defense_budget
	} {
		focus = NOR_armament_investments_2
	} {
		focus = NOR_expand_domestic_steel_production
	}
	x = 0
	y = 2
	relative_position_id = NOR_armament_investments
	ai_will_do = {
		base = 10
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 5
		}
	}
	cost = 10
	available = {
		AND = {
			143 = {
				is_controlled_by = ROOT
			}
			144 = {
				is_controlled_by = ROOT
			}
		}
		OR = {
			has_idea = partial_economic_mobilisation war_economy tot_economic_mobilisation
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				143
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				144
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = NOR_state_investments
			days = 120
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: afr_focus
Component: AFR_african_unification
Constructs: shared_focus, prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = AFR_african_unification
	icon = GFX_focus_generic_africa_liberation
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = LIB BOT ZIM MZB LES SWA SAF SEN TOG IVO CMR DAH GNA SUD SSU UGA TZN ZAN KEN BRD RWA GAM MLI VOL GNB SEY MAU SAO CAP COM GNB AFA ORO QEM TIG BEG HAR SID GBA NGA MRT SOK BIA BAR
		}
	}
	x = 58
	y = 0
	offset = {
		x = -2
		y = 0
		trigger = {
			has_focus_tree = r56_south_africa_focus
		}
	} {
		x = -26
		y = 0
		trigger = {
			has_focus_tree = horn_of_africa_tree
		}
	} {
		x = 11
		y = 0
		trigger = {
			has_focus_tree = west_africa_focus
		}
	} {
		x = -31
		y = 0
		trigger = {
			tag = SUD
		}
	}
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = is_african_union_tt
			OR = {
				has_cosmetic_tag = WAU_UNITED MUT_UNIFIED MALI_UNITED east_africa horn_of_africa
			}
		}
		if = {
			limit = {
				original_tag = SAF
			}
			has_government = communism
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Misc Config
Component: states_in_africa
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
states_in_africa = {
	input = game:all_states
	operators = {
		limit = {
			is_on_continent = africa
		}
	}
	name = COLLECTION_STATES_IN_AFRICA
}
### Entity: Scripted Trigger
Component: EAI_PC_province_is_naval_base
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_province_is_naval_base = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_province_is_naval_base > THIS=[this.getname] PREV=[prev.getname] _get_province_type_id=[?_get_province_type_id]
	}
	meta_trigger = {
		text = {
			any_province_building_level = {
				province = {
					id = [x]
					limit_to_naval_base = yes
				}
				building = bunker
				level = < 11
			}
		}
		x = [?_get_province_type_id]
	}
}
### Entity: Scripted Trigger
Component: CZE_has_a_skoda_planes_focus
Constructs: is_ai, has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_a_skoda_planes_focus = {
	custom_trigger_tooltip = {
		tooltip = CZE_has_a_skoda_planes_focus_tt
		OR = {
			is_ai = yes
			has_idea = CZE_skoda_planes_focus_optimization_1_idea CZE_skoda_planes_focus_optimization_2_idea CZE_skoda_planes_focus_optimization_3_idea CZE_skoda_planes_focus_optimization_4_idea CZE_skoda_planes_focus_optimization_5_idea CZE_skoda_planes_focus_optimization_6_idea CZE_skoda_planes_focus_optimization_7_idea
		}
	}
}
### Entity: Faction
Component: faction_template_ITA_italian_league
Constructs: change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/italian_factions.txt

Code:
faction_template_ITA_italian_league = {
	name = ITA_italian_league
	icon = GFX_faction_logo_generic_fascist
	manifest = faction_manifest_mare_nostrum
	goals = {
		faction_goal_secure_european_continent faction_goal_resource_control
	}
	default_rules = {
		joining_rule_non_communist faction_peace_rule_conquest_focus change_leader_rule_manifest_below_35
	}
}
### Entity: AI Strategy
Component: EAI_research_strategy
Source: game
File: common/ai_strategy_plans/EAI_research_strategy.txt

Code:
EAI_research_strategy = {
	name = Default research strategy
	desc = 
	enable = {
		always = yes
	}
	research = {
		train_tech = 100
		armor = 100
		artillery = 100
		infantry_weapons = 100
		motorized_equipment = 100
		naval_equipment = 100
		rocketry = 100
		nuclear = 100
		industry = 100
		electronics = 100
		land_doctrine = 100
		air_doctrine = 100
		naval_doctrine = 100
		marine_tech = 100
		air_equipment = 100
		night_vision = 100
		base_strike_main = 100
		mot_rockets = 100
		support_tech = 100
		para_tech = 100
		mountaineers_tech = 100
	}
}
### Entity: Scripted Trigger
Component: is_literally_china_tooltip
Constructs: is_literally_china_tooltip, is_literally_china_tt, is_literally_china
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_literally_china_tooltip = {
	custom_trigger_tooltip = {
		tooltip = is_literally_china_tt
		is_literally_china = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_found_southern_steel_plants
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_found_southern_steel_plants
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = IRQ_purchase_foreign_equipment
	}
	x = 0
	y = 1
	relative_position_id = IRQ_purchase_foreign_equipment
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		1011 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		1011 = {
			add_resource = {
				type = steel
				amount = 8
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IRQ_agrarian_society_modifier_level_down = yes
	}
}
### Entity: Idea
Component: idea_gun_and_shell_factory_cossipore_1
Constructs: has_dlc, is_raj_or_raj_inheritor, check_variable, equipment_bonus, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_gun_and_shell_factory_cossipore_1 = {
	name = RAJ_gun_and_shell_factory_cossipore
	picture = raj_gun_and_shell_factory_cossipore
	allowed = {
		has_dlc = Graveyard of Empires
		is_raj_or_raj_inheritor = yes
	}
	visible = {
		check_variable = {
			global.gun_and_shell_level = 1
		}
	}
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.06
		}
		anti_tank_equipment = {
			ap_attack = 0.06
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: GOT_GER_integrated_puppet_economies.02
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GOT_GER_integrated_puppet_economies.02
	title = GOT_GER_integrated_puppet_economies.02.t
	desc = GOT_GER_integrated_puppet_economies.02.desc
	picture = GFX_report_event_generic_construction_site
	is_triggered_only = yes
	option = {
		name = GOT_GER_integrated_puppet_economies.02.a
		custom_effect_tooltip = {
			localization_key = GER_idea_added_for_limited_time
			IDEA = idea_desc|GER_german_exploitation
			TIME = [?FROM.GER_puppet_economies_integration_days]
		}
	}
}
### Entity: Special Project
Component: sp_naval_torpedo_cruiser
Constructs: limit, has_government, fire_only_once, has_dlc, has_tech, resource_cost, breakthrough_cost, add_design_template_bonus
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_torpedo_cruiser = {
	specialization = specialization_naval
	project_tags = sp_tag_surface_ship
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			ROOT = {
				original_tag = JAP
				OR = {
					has_government = fascism neutrality
				}
			}
		}
	}
	allowed = {

	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = early_ship_hull_cruiser
			}
			else = {
				has_tech = early_light_cruiser
			}
		}
	}
	complexity = sp_complexity.small
	prototype_time = sp_time.prototype.medium
	resource_cost = {
		resources = {
			steel = 8
			tungsten = 2
			chromium = 2
		}
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				add_design_template_bonus = {
					name = sp_naval_torpedo_cruiser_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_torpedo_cruiser
				}
			}
		}
		enable_equipments = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_hull_torpedo_cruiser
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			 = torpedo_cruiser
		}
		enable_equipment_modules = {

		}
		enable_subunits = {

		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_armor_tech_1 sp_naval_generic_reward_armor_tech_2 sp_naval_generic_reward_armor_tech_3 sp_naval_generic_reward_artillery_tech_1 sp_naval_generic_reward_artillery_tech_2 sp_naval_generic_reward_artillery_tech_3 sp_naval_generic_failure_torpedo_accident
	}
	unique_prototype_rewards = {
		sp_naval_torpedo_cruiser_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_torpedo_cruiser_preference_a
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								has_dlc = Man the Guns
							}
							add_equipment_bonus = {
						
# ... (truncated)
### Entity: Character
Component: SCO_nt
Source: game
File: common/characters/SCO.txt

Code:
SCO_nt = {
	advisor = {
		slot = theorist
		idea_token = SCO_nt
		ledger = navy
		allowed = {
			original_tag = SCO
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Event
Component: r56_iraq_faction.8
Constructs: is_triggered_only
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.8
	title = r56_iraq_faction.8.t
	desc = r56_iraq_faction.8.d
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.7.a
	}
}
### Entity: Unit Template
Component: BEL_GAR_01
Source: game
File: common/units/names_divisions/BEL_names_divisions.txt

Code:
BEL_GAR_01 = {
	name = Garrison Division
	for_countries = {
		BEL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		BEL_INF_01
	}
	fallback_name = %dème Division Statique
	ordered = {
		1 = {
			%dème Division Statique
		}
		2 = {
			%dème Division Statique
		}
		3 = {
			%dème Division Statique
		}
		4 = {
			%dème Division Statique
		}
		5 = {
			%dème Division Statique
		}
		6 = {
			%dème Division Statique
		}
		7 = {
			%dème Division Statique
		}
		8 = {
			%dème Division Statique
		}
		9 = {
			%dème Division Statique
		}
		10 = {
			%dème Division Statique
		}
		11 = {
			%dème Division Statique
		}
		12 = {
			%dème Division Statique
		}
		13 = {
			%dème Division Statique
		}
		14 = {
			%dème Division Statique
		}
		15 = {
			%dème Division Statique
		}
		16 = {
			%dème Division Statique
		}
		17 = {
			%dème Division Statique
		}
		18 = {
			%dème Division Statique
		}
		19 = {
			%dème Division Statique
		}
		20 = {
			%dème Division Statique
		}
	}
}
### Entity: Faction
Component: faction_manifest_an_iron_curtain
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_an_iron_curtain = {
	name = an_iron_curtain_goal_name
	description = an_iron_curtain_goal_name_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:countries_my_continent
		completed_amount_collection = collection:communist_or_capitulated_countries_my_continent
		scale = {
			cic_to_overlord_factor = 0.15
			mic_to_overlord_factor = 0.15
			resources_to_overlord_factor = 0.15
			subjects_autonomy_gain = -0.5
		}
		progress_sections = {
			manifest_fulfilled = {
				min = 0
				modifier = {
					communism_drift_from_guarantees = 0.12
					can_guarantee_other_ideologies = 1
					generate_wargoal_tension = -0.15
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_leading_army_group
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_leading_army_group

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_leading_army_group = yes/no - Checks if the current unit leader is leading an army group (not single army)
```
### Entity: Country History
Country: MEL
Component: MEL_characters
Constructs: recruit_character
Source: game
File: history/countries/MEL - Mari El.txt

Code:
# Leaders & Characters for MEL
recruit_character = MEL_zinovy_zhadinov
### Entity: Character
Component: AST_eric_feldt
Source: game
File: common/characters/AST.txt

Code:
AST_eric_feldt = {
	name = AST_eric_feldt
	portraits = {
		army = {
			large = GFX_portrait_AST_eric_feldt
			small = GFX_portrait_AST_eric_feldt_small
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		coordination_skill = 3
		maneuvering_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_fas_leader
Constructs: prerequisite, has_government, completion_reward, has_idea, add_country_leader_trait
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_fas_leader
	icon = GFX_goal_support_fascism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_abolish_althing
	}
	available = {
		has_government = fascism
		NOT = {
			has_idea = ICE_internal_conflicts
		}
	}
	x = 21
	y = 4
	completion_reward = {
		add_country_leader_trait = dictator
	}
}
### Entity: Scripted Trigger
Component: BUL_is_fascist_axis_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_fascist_axis_ai = {
	OR = {
		has_country_flag = BUL_AI_RANDOM_FASCIST
		has_game_rule = {
			rule = BUL_ai_behavior
			option = FASCIST
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_supremacy_of_offense
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_supremacy_of_offense
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = YUG_army_maneuvers
	}
	mutually_exclusive = {
		focus = YUG_supremacy_of_defense
	}
	x = -1
	y = 1
	relative_position_id = YUG_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = YUG_supremacy_of_offense
			bonus = 0.1
			days = 180
			track = combat_support
		} {
			name = YUG_supremacy_of_offense
			bonus = 0.1
			days = 180
			track = armor
		}
		add_doctrine_cost_reduction = {
			name = YUG_supremacy_of_offense
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_grand_assault
Constructs: has_subdoctrine_in_track, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_grand_assault = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_FOCUS_LAND_DOCTRINE_last_stand = yes
		EAI_FOCUS_LAND_DOCTRINE_guerilla_war = yes
		EAI_FOCUS_LAND_DOCTRINE_expeditionary_warfare = yes
	} {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine_path = global.EAI_RIGHT_PATH
		}
	}
}
### Entity: Name List
Component: SID
Source: game
File: common/names/00_names.txt

Code:
SID = {
	male = {
		names = {
			Desta Wagesho Negash Abate Hailemariam Shiferaw Dessie Million Restu Konjo Bekele Tadasse Kassa Addato Adula Agana Aliito Amalo Butuko Balicha Darfusa Daye Denboba Gabiso Geramo Hamesso Haroye Hordofa Ikkammo Kambata Ledamo Leellamo Marimo Namarro Qixxeessa Riqiwa Rora Sambato Sunkurta Sirriiqa Tura Tunisiisa Wojjo Wolassa Xagichcho Yettera
		}
	}
	female = {
		names = {
			Ashille Atoote Ayyanttu Bashshulle Caalttu Danchille Dararittu Dararro Kawajjo Laalo Wodaare Xagichcho
		}
	}
	surnames = {
		Ledamo Amencho Mathewos Yirdaw Kisho Desalegne Shigutie Dalke
	}
	callsigns = {
		Hawassa Saho Sidama Sidamu-Afoo Gurage
	}
}
### Entity: Decision
Component: GRE_investment_decisions_category
Constructs: has_completed_focus, limit, has_government, owns_state, has_war_with, has_country_flag, add_opinion_modifier, fire_only_once
Source: game
File: common/decisions/GRE.txt

Code:
GRE_investment_decisions_category = {
	GRE_invite_politicians_for_investment_talks_in_capital = {
		icon = generic_factory
		allowed = {
			original_tag = GRE
		}
		available = {
			date = < 1942.1.1
			NOT = {
				has_war_with = GER
				has_country_flag = GRE_germany_rebuffed
				GER = {
					has_capitulated = yes
					is_puppet = yes
					has_government = communism democratic
				}
			}
		}
		target_trigger = {
			FROM = {
				tag = GER
			}
		}
		days_remove = 20
		cost = 75
		fire_only_once = no
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 10
				has_completed_focus = GRE_bolster_the_schachtplan
			} {
				factor = 30
				has_completed_focus = GRE_following_in_the_footsteps_of_giants
			}
		}
		visible = {
			has_completed_focus = GRE_open_up_the_country
			GRE = {
				OR = {
					has_idea = GRE_schachtplan GRE_schachtplan_modified GRE_schachtplan_fascistised
				}
			}
			NOT = {
				has_country_flag = GRE_germany_rebuffed
			}
		}
		complete_effect = {

		}
		remove_effect = {
			GER = {
				country_event = {
					id = bftb_greece.166
					days = 1
				}
			}
		}
	}
	GRE_hold_national_showcase_for_investors_ger = {
		icon = generic_factory
		allowed = {
			original_tag = GRE
		}
		available = {
			date = < 1942.1.1
			NOT = {
				has_war_with = GER
				has_country_flag = GRE_germany_rebuffed
				GER = {
					has_capitulated = yes
					is_puppet = yes
					has_government = communism democratic
				}
			}
		}
		target_trigger = {
			FROM = {
				tag = GER
			}
		}
		days_remove = 45
		cost = 150
		fire_only_once = no
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 10
				has_completed_focus = GRE_bolster_the_schachtplan
			} {
				factor = 30
				has_completed_focus = GRE_following_in_the_footsteps_of_giants
			}
		}
		visible = {
			has_completed_focus = GRE_bolster_the_schachtplan
			GRE = {
				OR = {
					has_idea = GRE_schachtplan GRE_schachtplan_modified GRE_schachtplan_fascistised
				}
			}
			NOT = {
				has_country_flag = GRE_germany_rebuffed
			}
		}
		complete_effect = {

		}
		remove_effect = {
			GER = {
				country_event = {
					id = bftb_greece.167
					days = 1
				}
			}
		}
	}
	GRE_exploit_errata_in_schachtplan = {
		icon = generic_construction
		allowed = {
			original_tag = GRE
		}
		available = {

# ... (truncated)
### Entity: Idea
Component: AUS_austria_is_german
Constructs: stability_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_austria_is_german = {
	picture = hol_caved_to_the_germans
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = -0.1
		drift_defence_factor = 0.3
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.15
		defense_bonus_against = -0.15
	}
}
### Entity: Idea
Component: KMT_war_fanaticism_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_war_fanaticism_idea = {
	removal_cost = -1
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.1
		army_morale_factor = 0.05
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.125
Constructs: is_triggered_only, fire_only_once, add_to_faction
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.125
	title = SEA_japan_foreign_policy.125.t
	desc = SEA_japan_foreign_policy.125.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.125.a
		add_to_faction = FROM
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_katangese_copper
Constructs: prerequisite, limit, completion_reward, has_tech, is_owned_and_controlled_by, cancel_if_invalid, add_resource, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_katangese_copper
	icon = GFX_goal_BEL_copper
	prerequisite = {
		focus = KAT_the_geological_scandal
	}
	x = 1
	y = 1
	relative_position_id = KAT_the_geological_scandal
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			has_tech = excavation1 excavation2 excavation3
		}
		889 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		NOT = {
			889 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		889 = {
			add_resource = {
				type = steel
				amount = 8
			}
		}
		IF = {
			limit = {
				889 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			889 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Country History
Country: KOM
Component: KOM_technology
Constructs: set_technology
Source: game
File: history/countries/KOM - Komi Republic.txt

Code:
# Starting Technologies for KOM
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}