Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: CAN_communist_ideals_4
Constructs: has_government, industrial_capacity_factory, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/canada.txt

Code:
CAN_communist_ideals_4 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		democratic_drift = -0.1
		communism_drift = 0.25
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		subversive_activites_upkeep = -0.5
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_stockpile_trucks_success_effect
Constructs: has_completed_focus, limit, add_war_support, add_political_power, add_timed_idea
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_stockpile_trucks_success_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_to_live_as_a_lion
			}
		}
		add_political_power = 50
		add_war_support = 0.03
		add_timed_idea = {
			idea = ITA_efficient_supply_lines
			days = 365
		}
	}
	else = {
		add_political_power = 75
		add_war_support = 0.05
		add_timed_idea = {
			idea = ITA_efficient_supply_lines_lion_version
			days = 365
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_restore_the_austro_hungarian_customs_union
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_war_with, completion_reward, has_game_rule, build_railway
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_restore_the_austro_hungarian_customs_union
	icon = GFX_focus_AUS_proclaim_austrian_empire
	prerequisite = {
		focus = CZE_semi_constitutional_monarchy
	}
	cost = 5
	relative_position_id = CZE_semi_constitutional_monarchy
	x = -2
	y = 1
	offset = {
		x = -2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	completion_reward = {
		build_railway = {
			level = 2
			fallback = yes
			path = {
				6562 6576 3484
			}
			start_province = 6562
			target_province = 3484
		} {
			level = 1
			fallback = yes
			path = {
				541 11679 6561 9690 9660
			}
			start_province = 541
			target_province = 9660
		} {
			level = 1
			fallback = yes
			start_province = 9660
			target_province = 619
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt
		every_other_country = {
			limit = {
				OR = {
					original_tag = AUS HUN YUG
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = MUN_czech.1021
		}
		effect_tooltip = {
			add_ideas = CZE_trade_agreement
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_italian_guns
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_italian_guns
	icon = GFX_goal_generic_munitions_factories
	x = 2
	y = 1
	prerequisite = {
		focus = PRU_czech_equipment_aquisition
	}
	cost = 5
	relative_position_id = PRU_czech_equipment_aquisition
	ai_will_do = {
		factor = 5
	}
	available = {
		ITA = {
			OR = {
				exists = yes
				NOT = {
					has_war_with = PRU
				}
			}
		}
	}
	bypass = {
		ITA = {
			OR = {
				has_war_with = PRU
				NOT = {
					exists = yes
				}
			}
		}
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = artillery_equipment
			amount = 120
			producer = ITA
		}
		add_tech_bonus = {
			name = POL_Artillery_Motorization
			bonus = 0.75
			uses = 2
			category = artillery
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: LIE_monarchist_militias_idea
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_monarchist_militias_idea = {
	removal_cost = -1
	picture = generic_monarchist_uprising
	allowed = {
		always = no
	}
	modifier = {
		stability_weekly = -0.005
		neutrality_drift = 0.1
	}
}
### Entity: Idea
Component: CAT_ar
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = CAT
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scorer
Component: operative_mission_quiet_network_scorer
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_quiet_network_scorer = {
	targets = {

	}
}
### Entity: Scripted Effect
Component: FIN_ryti_becomes_country_leader
Constructs: retire_country_leader, set_party_name
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_ryti_becomes_country_leader = {
	retire_country_leader = yes
	effect_tooltip = {
		promote_character = FIN_risto_ryti
	}
	set_party_name = {
		ideology = neutrality
		name = FIN_neutrality_party_progressive
		long_name = FIN_neutrality_party_progressive_long
	}
	FIN_reset_bop_for_new_leader = yes
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_polytechnical_colleges
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_polytechnical_colleges
	icon = GFX_goal_generic_machinery
	prerequisite = {
		focus = BRA_R56_technical_schools
	}
	relative_position_id = BRA_R56_technical_schools
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: KMT_democracy_of_the_proletariat2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_democracy_of_the_proletariat2 = {
	removal_cost = -1
	picture = GER_limited_democratic_principles
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.1
		army_morale_factor = 0.1
		defensive_war_stability_factor = 0.1
		political_power_factor = 0.1
		democratic_drift = 0.02
		communism_drift = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: Order of Battle
Component: Kriegsmarine
Source: game
File: history/units/GER_1936_naval.txt

Code:
fleet = {
	name = Kriegsmarine
	naval_base = 241
	task_force = {
		name = Hochseeflotte
		location = 241
		ship = {
			name = Deutschland
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Deutschland
				}
			}
		} {
			name = Admiral Scheer
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Deutschland
				}
			}
		} {
			name = Nürnberg
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Leipzig
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Königsberg
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Königsberg
				}
			}
		} {
			name = Karlsruhe
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Königsberg
				}
			}
		} {
			name = Köln
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Königsberg
				}
			}
		} {
			name = Emden
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Jaguar
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Leopard
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Luchs
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Tiger
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GER
				}
			}
		}
	} {
		name = Ostseeflotte
		location = 6332
		ship = {
			name = Schleswig-Holstein
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Schlesien
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = GER
				}
			}
		} {
			name = Möwe
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GER
				}
			}
	
# ... (truncated)
### Entity: Event
Component: lar_spain.18
Constructs: has_completed_focus, add_ideas, fire_only_once, has_global_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.18
	title = lar_spain.18.t
	desc = lar_spain.18.desc
	picture = GFX_report_event_spr_nationalist_soldiers
	trigger = {
		tag = SPR
		has_completed_focus = SPA_a_great_spain
		NOT = {
			has_global_flag = spanish_civil_war
		} {
			has_global_flag = scw_over
		}
		date = > 1936.8.10
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = lar_spain.18.a
		add_ideas = SPA_awaiting_the_rebellion
		custom_effect_tooltip = lar_spain.18.a_tt
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_brazilian_expeditionary_force
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_brazilian_expeditionary_force
	icon = GFX_goal_BRA_smoking_snakes
	prerequisite = {
		focus = BRA_R56_tire_de_guerra
	}
	x = 0
	y = 1
	relative_position_id = BRA_R56_tire_de_guerra
	cost = 10
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = {
			bra_feb_idea
		}
	}
}
### Entity: Character
Component: scientist_trait_genius
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_genius = {
	icon = GFX_scientist_trait_genius
	modifier = {
		special_project_speed_factor = 0.1
		scientist_breakthrough_bonus_factor = 0.05
		scientist_research_bonus_factor = 0.05
	}
}
### Entity: Event
Component: ace_promoted.1
Constructs: is_triggered_only
Source: game
File: events/AcePilots.txt

Code:
country_event = {
	id = ace_promoted.1
	title = ace_promoted.1.t
	desc = {
		text = ace_promoted.1.d
		trigger = {
			NOT = {
				tag = GER
			} {
				tag = ITA
			} {
				tag = FRA
			} {
				tag = JAP
			} {
				tag = USA
			} {
				tag = ENG
			} {
				tag = SOV
			}
		}
	} {
		text = ace_promoted.1.d_major
		trigger = {
			OR = {
				tag = GER ITA FRA JAP USA ENG SOV
			}
		}
	}
	picture = GFX_report_event_ace_promoted
	minor_flavor = yes
	is_triggered_only = yes
	option = {
		name = ace_promoted.1.a
	}
}
### Entity: Unit Template
Component: HOL_MEC_01
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
HOL_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		HOL_INF_01
	}
	fallback_name = %de Gemechaniseerde Huzaren
	ordered = {
		101 = {
			Lichte Divisie
		}
		1 = {
			%de Gemechaniseerde Huzaren
		}
		2 = {
			%de Gemechaniseerde Huzaren
		}
		3 = {
			%de Gemechaniseerde Huzaren
		}
		4 = {
			%de Gemechaniseerde Huzaren
		}
		5 = {
			%de Gemechaniseerde Huzaren
		}
		6 = {
			%de Gemechaniseerde Huzaren
		}
		7 = {
			%de Gemechaniseerde Huzaren
		}
		8 = {
			%de Gemechaniseerde Huzaren
		}
		9 = {
			%de Gemechaniseerde Huzaren
		}
		10 = {
			%de Gemechaniseerde Huzaren
		}
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_pursue_further_soviet_integration
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_pursue_further_soviet_integration
	icon = GFX_focus_generic_soviet_politics
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SIK_march_into_khotan
	}
	relative_position_id = SIK_march_into_khotan
	mutually_exclusive = {
		focus = SIK_a_united_sinkiang_clique SIK_soviet_intervention
	}
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			has_government = communism
		}
		NOT = {
			has_war_with = KHM KUM
		}
		1042 = {
			is_controlled_by = ROOT
		}
		all_owned_state = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		SOV = {
			puppet = ROOT
		}
		set_cosmetic_tag = SIK_ssr
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_party_name = {
			ideology = communism
			long_name = SIK_CPSU_communism_party_long
			name = SIK_CPSU_communism_party
		}
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_political_power = 75
		add_stability = 0.1
	}
}
### Entity: Event
Component: news.3138
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/r56_ireland.txt

Code:
news_event = {
	id = news.3138
	title = news.3138.t
	desc = news.3138.d
	picture = GFX_news_event_hitler_handshake
	major = yes
	is_triggered_only = yes
	option = {
		name = news.3138.a
		trigger = {
			NOT = {
				TAG = IRE ENG SOV
				is_in_faction_with = ENG SOV
			}
		}
	} {
		name = news.3138.b
		trigger = {
			TAG = IRE
		}
	} {
		name = news.3138.c
		trigger = {
			TAG = ENG
			is_in_faction_with = ENG
		}
	} {
		name = news.3138.e
		trigger = {
			TAG = SOV
			is_in_faction_with = SOV
		}
	}
}
### Entity: Idea
Component: AST_anti_fascist_measures
Constructs: removal_cost, set_country_flag, fascism_drift
Source: game
File: common/ideas/australia.txt

Code:
AST_anti_fascist_measures = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fascism_banned
	on_add = {
		set_country_flag = AST_anti_fascist_measures_triggered_flag
	}
	modifier = {
		fascism_drift = -0.03
	}
}
### Entity: Idea
Component: HUN_hungarian_national_defense_association_horthyist
Constructs: war_support_factor, has_government, conscription_factor, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_national_defense_association_horthyist = {
	name = HUN_hungarian_national_defense_association
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	picture = HUN_wuw_HUN_hungarian_national_defense_association
	modifier = {
		political_power_factor = -0.1
		conscription_factor = 0.1
		war_support_factor = 0.1
		fascism_drift = 0.02
	}
}
### Entity: Idea
Component: ROM_the_sentinel_of_the_motherland
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_the_sentinel_of_the_motherland = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		conscription = 0.01
	}
}
### Entity: Character
Component: SIK_yu_wei
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_yu_wei = {
	name = SIK_yu_wei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIK_yu_wei
		ledger = army
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_South_Asian_Economic_Integration
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, has_war_with, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_South_Asian_Economic_Integration
	icon = GFX_goal_generic_industrial_democracy
	cost = 10
	prerequisite = {
		focus = RAJ_Industrial_Expertise
	}
	x = -1
	y = 5
	ai_will_do = {
		factor = 20
	}
	relative_position_id = RAJ_Irrigation_Infrastructure
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	available = {
		any_other_country = {
			OR = {
				original_tag = PAK HYD BAN NEP BHU BRM AFG MLD SRL
			} {
				has_government = democratic neutrality
			}
			has_capitulated = no
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_ideas = RAJ_Indian_Subcontinent_Cooperation
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				OR = {
					original_tag = PAK HYD BAN NEP BHU BRM AFG MLD SRL
				}
				if = {
					limit = {
						RAJ = {
							has_government = communism
						}
					}
					has_government = communism
				}
				else_if = {
					limit = {
						RAJ = {
							has_government = fascism
						}
					}
					has_government = fascism
				}
				else = {
					OR = {
						has_government = democratic neutrality
					}
				}
				has_capitulated = no
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = india.445
				days = 14
			}
			custom_effect_tooltip = if_they_accept_newline_tt
			effect_tooltip = {
				add_ideas = RAJ_Indian_Subcontinent_Cooperation
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_restore_our_ways
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_restore_our_ways
	icon = GFX_focus_JAP_incorporate_buddhist_socialism
	prerequisite = {
		focus = TAN_gather_the_party_opposition
	}
	x = 0
	y = 1
	relative_position_id = TAN_gather_the_party_opposition
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = TAN_coexistence_of_socialism_and_buddhism
		custom_effect_tooltip = generic_skip_one_line_tt TAN_1921_flag_change_tt
		hidden_effect = {
			set_cosmetic_tag = TAN_1921
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: air_wing_10
Source: game
File: history/units/POL_1936_air_bba.txt

Code:
air_wings = {
	10 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 54
			version_name = PZL P.11
		} {
			owner = POL
			amount = 54
			version_name = PZL P.11
		}
	}
}
### Entity: Trigger Reference
Construct: any_character
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_character

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if any character meets the trigger. tooltip=key can be defined to override title
```
### Entity: Idea
Component: FIN_baltic_sea_focus
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_baltic_sea_focus = {
	picture = generic_sea_focused_navy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		convoy_raiding_efficiency_factor = 0.1
		convoy_escort_efficiency = 0.15
		naval_coordination = 0.1
		industrial_capacity_dockyard = 0.25
	}
}
### Entity: Event
Component: costa_rica.1
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, unlock_national_focus, add_popularity, set_country_flag
Source: game
File: events/costa_rica.txt

Code:
country_event = {
	id = costa_rica.1
	title = costa_rica.1.t
	desc = costa_rica.1.d
	picture = GFX_report_event_election_vote
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			unlock_national_focus = COS_1936_elections
		}
	}
	option = {
		name = costa_rica.1.a
		effect_tooltip = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.1
			}
			add_war_support = 0.05
			unlock_national_focus = COS_another_prn_term
		}
		custom_effect_tooltip = r56_newline
		promote_character = {
			character = COS_leon_cortes_castro
			ideology = conservatism
		}
		set_country_flag = COS_castro_won
		ai_chance = {
			base = 60
		}
	} {
		name = costa_rica.1.b
		effect_tooltip = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.1
			}
			add_stability = 0.05
			unlock_national_focus = COS_liberal_victory
		}
		custom_effect_tooltip = r56_newline
		promote_character = {
			character = COS_octavio_beeche_arguello
			ideology = liberalism
		}
		set_party_name = {
			ideology = democratic
			long_name = COS_partido_nacional_party_long
			name = COS_partido_nacional_party
		}
		set_country_flag = COS_arguello_won
		ai_chance = {
			base = 40
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_ally_yugoslavia
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_ally_yugoslavia
	icon = GFX_focus_invite_yugoslavia
	prerequisite = {
		focus = CZE_improve_balkan_trade_relations
	} {
		focus = CZE_strengthen_the_little_entente
	}
	relative_position_id = CZE_improve_balkan_trade_relations
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			AND = {
				OR = {
					has_government = democratic communism
				}
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
		}
		YUG = {
			exists = yes
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		YUG = {
			OR = {
				exists = no
				is_subject = yes
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
			YUG = {
				save_global_event_target_as = CZE_invited_country
			}
			FRA = {
				country_event = MUN_czech.1008
			}
		}
		else = {
			YUG = {
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: BSK
Component: BSK_technology
Constructs: set_technology
Source: game
File: history/countries/BSK - Bashkortostan.txt

Code:
# Starting Technologies for BSK
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
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_hunterkillers
Constructs: prerequisite, completion_reward, add_tech_bonus, create_equipment_variant, add_equipment_production
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_hunterkillers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = SWE_bofors_kanoner
	}
	relative_position_id = SWE_bofors_kanoner
	x = -4
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = SWE_swedish_hunterkillers
			bonus = 1
			uses = 2
			category = dd_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = asw_tech
		}
		create_equipment_variant = {
			name = Delfinen Class
			type = ship_hull_submarine_2
			name_group = SWE_SS_HISTORICAL
			parent_version = 0
			modules = {
				fixed_ship_torpedo_slot = ship_torpedo_sub_2
				fixed_ship_engine_slot = sub_ship_engine_2
				rear_1_custom_slot = ship_mine_layer_sub
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_submarine_2
				creator = SWE
				version_name = Delfinen Class
			}
			name = HM Delfinen
			requested_factories = 1
			progress = 0.5
			amount = 1
		} {
			equipment = {
				type = ship_hull_submarine_2
				creator = SWE
				version_name = Delfinen Class
			}
			name = HM Nordkaparen
			requested_factories = 1
			progress = 0.5
			amount = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}