Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hun_focus
Component: HUN_bled_agreement
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_idea, is_puppet, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_bled_agreement
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = HUN_war_games HUN_theoretical_air_efforts
	}
	x = 0
	y = 2
	relative_position_id = HUN_secret_rearmament
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			OR = {
				AND = {
					NOT = {
						has_idea = HUN_treaty_of_triannon_aat
					} {
						has_idea = HUN_treaty_of_triannon_2
					}
				} {
					ROM = {
						OR = {
							exists = no
							is_puppet = yes
						}
					}
					FRA = {
						OR = {
							exists = no
							is_puppet = yes
							NOT = {
								has_completed_focus = FRA_strengthen_the_little_entente
							}
						}
					}
				}
				has_idea = HUN_treaty_of_triannon_3
			}
		}
		else = {
			OR = {
				AND = {
					NOT = {
						has_idea = HUN_treaty_of_triannon
					} {
						has_idea = HUN_treaty_of_triannon_2
					}
				} {
					ROM = {
						OR = {
							exists = no
							is_puppet = yes
						}
					}
					FRA = {
						OR = {
							exists = no
							is_puppet = yes
							NOT = {
								has_completed_focus = FRA_strengthen_the_little_entente
							}
						}
					}
				}
				has_idea = HUN_treaty_of_triannon_3
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				FRA = {
					has_completed_focus = FRA_strengthen_the_little_entente
				}
			}
			FRA = {
				country_event = DOD_hungary.140
			}
		} {
			limit = {
				NOT = {
					FRA = {
						has_completed_focus = FRA_strengthen_the_little_entente
					}
				}
			}
			ROM = {
				country_event = DOD_hungary.140
			}
		}
		custom_effect_tooltip = HUN_bled_agreement_custom_effect_tooltip
	}
}
### Entity: Event
Component: r56.ger.61
Constructs: is_triggered_only, add_stability, fire_only_once, has_country_leader
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.61
	title = r56.ger.61.t
	desc = r56.ger.61.desc
	picture = GFX_report_event_GER_otto_wels
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_country_leader = {
			character = GER_otto_wels
			ruling_only = yes
		}
	}
	option = {
		name = r56.ger.61.a
		kill_country_leader = yes
		promote_character = GER_hans_vogel
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_navi_da_battaglia
Constructs: prerequisite, limit, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus, has_dlc, add_equipment_production
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_navi_da_battaglia
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = ITA_incrociatori_pesanti
	}
	x = 0
	y = 1
	relative_position_id = ITA_incrociatori_pesanti
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_mastery_bonus = {
			name = ITA_navi_da_battaglia
			bonus = 0.2
			days = 180
			grand_doctrine = new_fleet_in_being
		}
		add_doctrine_cost_reduction = {
			name = ITA_navi_da_battaglia
			cost_reduction = 0.25
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = ITA_navi_da_battaglia
			bonus = 1
			uses = 1
			category = bb_tech
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_heavy_2
					creator = ITA
					version_name = Littorio Class
				}
				name = Roma
				requested_factories = 1
				progress = 0.45
				amount = 1
			} {
				equipment = {
					type = ship_hull_heavy_2
					creator = ITA
					version_name = Littorio Class
				}
				name = Impero
				requested_factories = 1
				progress = 0.45
				amount = 1
			}
		}
		else = {
			add_equipment_production = {
				equipment = {
					type = battleship_2
					creator = ITA
					version_name = Littorio Class
				}
				requested_factories = 1
				progress = 0.45
				amount = 1
			} {
				equipment = {
					type = battleship_2
					creator = ITA
					version_name = Littorio Class
				}
				requested_factories = 1
				progress = 0.45
				amount = 1
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
			}
			prioritize = {
				736 158
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_joint_invasion_of_shx
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, completion_reward, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_joint_invasion_of_shx
	icon = GFX_goal_CHI_the_shanxi_offer
	prerequisite = {
		focus = MEN_loyalty_to_the_maoists
	}
	x = -1
	y = 1
	available = {
		any_other_country = {
			NOT = {
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
			OR = {
				owns_state = 621 746
			}
		}
	}
	bypass = {
		any_other_country = {
			has_war_with = ROOT
			OR = {
				owns_state = 621 746
			}
		}
	}
	relative_position_id = MEN_loyalty_to_the_maoists
	cost = 10
	will_lead_to_war_with = SHX
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				OR = {
					state = 621 746
				}
			}
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 621 746
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_core_state
					expire = 0
					generator = {
						621 746
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Leader
Component: operative_demolition_expert
Constructs: gain_xp_leader
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_demolition_expert = {
	type = operative
	trait_type = basic_trait
	cost = 400
	gain_xp_leader = {
		OR = {
			operative_leader_operation = operation_targeted_sabotage_industry operation_targeted_sabotage_infrastructure operation_targeted_sabotage_resources
		}
	}
	modifier = {
		target_sabotage_factor = 0.25
		target_sabotage_cost = -0.25
		boost_resistance_factor = 0.25
	}
}
### Entity: Country History
Country: MEK
Component: MEK_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/MEK - Mecklenburg.txt

Code:
# Politics & Parties for MEK
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 3
	fascism = 40
	communism = 7
	neutrality = 50
}
add_ideas = {

}
### Entity: Scorer
Component: EAI_SCORER_operation_make_resistance_contacts
Constructs: has_war_with, has_country_flag, check_variable, is_running_operation_make_resistance_contacts_, has_token_resistance_contacts_, has_resistance, has_war_together_with, has_capitulated
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_make_resistance_contacts = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			}
		}
		score = {
			base = 100
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_make_resistance_contacts_@PREV
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = has_token_resistance_contacts_@PREV
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				factor = 0
				NOT = {
					any_controlled_state = {
						has_resistance = yes
					}
				}
			} {
				factor = 0.01
				NOT = {
					has_war_with = FROM
				}
			} {
				factor = 0
				NOT = {
					any_occupied_country = {
						has_war_together_with = FROM
					}
				}
			} {
				factor = 10
				FROM = {
					has_capitulated = yes
				}
				is_in_array = {
					occupied_countries = FROM.id
				}
			} {
				is_in_array = {
					occupied_countries = FROM.id
				}
				FROM = {
					set_temp_variable = {
						surrender_factor = surrender_progress
					}
				}
				add_to_temp_variable = {
					surrender_factor = 1
				}
				factor = surrender_factor
			} {
				factor = 2
				has_war_with = FROM
			} {
				set_temp_variable = {
					size_factor = controlled_states
				}
				divide_temp_variable = {
					size_factor = 100
				}
				clamp_temp_variable = {
					var = size_factor
					max = 1
				}
				factor = size_factor
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0
				OR = 
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_cooperate_with_anarchists
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, set_country_flag, set_nationality
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_cooperate_with_anarchists
	icon = GFX_focus_ETH_support_from_the_japanese_communists
	x = 4
	y = 1
	relative_position_id = JAP_sea_fate_of_the_imperial_family
	prerequisite = {
		focus = JAP_sea_fate_of_the_imperial_family
	} {
		focus = JAP_the_labor_farmer_faction_ascendant
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		IF = {
			limit = {
				ETH = {
					NOT = {
						has_completed_focus = ETH_support_from_the_japanese_communists
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_country_flag = IA_anarchists_recruited_flag
			ETH = {
				IA_sanshiro_ishikawa = {
					set_nationality = ROOT
				}
				IA_sakutaro_iwasa = {
					set_nationality = ROOT
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_tsuji_jun
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_bolivarian_development
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_full_control_of_state, has_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_bolivarian_development
	icon = GFX_goal_gran_colombia_industry
	relative_position_id = VEN_unify_political_command
	x = 2
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 304 306 305
	}
	prerequisite = {
		focus = VEN_unify_political_command
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = generic_recent_economic_unification
			}
			remove_ideas = generic_recent_economic_unification
		}
		304 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		306 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		305 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: CZE_czech_corporatism
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_czech_corporatism = {
	picture = ETH_corrupt_bureaucracy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		industrial_concern_cost_factor = -0.1
	}
}
### Entity: Idea
Component: ENG_guided_by_britain_raj_1
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_guided_by_britain_raj_1 = {
	name = ENG_guided_by_britain
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_advisor_cost_factor = -0.33
		trade_laws_cost_factor = -0.33
		mobilization_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
	}
	picture = eng_guided_by_britain
	removal_cost = -1
}
### Entity: State History
Component: 1048
Constructs: add_core_of
Source: game
File: history/states/1048-Padang.txt

Code:
state = {
	id = 1048
	name = STATE_1048
	resources = {
		rubber = 7
		oil = 9
		coal = 7
	}
	history = {
		owner = INS
		add_core_of = INS
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10382 5
		}
	}
	provinces = {
		12415 7368 12343 10354 1460 4446 10522 8360 10382 1533 13395 1428 13397 12126 10194 12181
	}
	manpower = 2952394
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: mtg_netherlands.17
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.17
	title = mtg_netherlands.17.t
	desc = mtg_netherlands.17.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.17.a
	}
}
### Entity: Idea
Component: PHI_benguet_corporation_idea
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/philippines.txt

Code:
PHI_benguet_corporation_idea = {
	name = PHI_benguet_corporation
	picture = PHI_benguet_corporation
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {
		NOT = {
			has_completed_focus = PHI_mineral_prospecting
		}
	}
	cost = 150
	traits = {
		resource_development_company
	}
	modifier = {

	}
}
### Entity: Joint Focus
Component: INSHOL_develop_fighters
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_hired_as_advisor, is_ai, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_develop_fighters
	icon = GFX_goal_generic_air_fighter
	text_icon = INSHOL_INS_HOL_focus_style
	overlay = GFX_focus_fast_overlay_generic_clock
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_fund_ml_knil
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_fund_ml_knil
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.4
			original_tag = HOL
			NOT = {
				has_completed_focus = INSHOL_east_indies_fokker_division
			}
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				OR = {
					INS = {
						is_subject_of = HOL
					}
					original_tag = INS
				}
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = light_fighter
				ahead_reduction = 1
				name = INSHOL_develop_fighters
			} {
				bonus = 0.5
				uses = 2
				category = cat_air_guns
				name = INSHOL_develop_fighters
			}
			air_experience = 50
			custom_effect_tooltip = generic_skip_one_line_tt INS_focus_time_reduce_fokker_tt
		} {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				INS = {
					is_subject_o
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_secure_japanese_guarantees
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_subject_of, is_subject, is_faction_leader
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_secure_japanese_guarantees
	icon = GFX_focus_chi_collaboration_with_the_japanese
	prerequisite = {
		focus = PHI_aguinaldos_coup
	}
	relative_position_id = PHI_aguinaldos_coup
	x = 0
	y = 1
	cost = 5
	available = {
		OR = {
			is_subject_of = USA
			AND = {
				is_subject = no
				JAP = {
					is_faction_leader = yes
				}
			}
		}
	}
	bypass = {
		OR = {
			JAP = {
				OR = {
					exists = no
					is_subject = yes
					has_war_with = ROOT
					is_in_faction_with = ROOT
				}
			}
			AND = {
				is_subject_of = USA
				JAP = {
					is_in_faction_with = USA
				}
			} {
				is_subject = no
				JAP = {
					is_faction_leader = no
				}
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_subject_of = USA
			}
			JAP = {
				country_event = {
					id = SEA_PHI_political_events.45
				}
			}
		}
		else_if = {
			limit = {
				JAP = {
					is_faction_leader = yes
				}
			}
			JAP = {
				country_event = {
					id = generic.2
				}
			}
		}
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: germany.26
Constructs: remove_ideas, has_war_with, fire_only_once, has_idea
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.26
	title = germany.26.t
	desc = germany.26.d
	picture = GFX_report_event_german_detained_china
	fire_only_once = yes
	trigger = {
		tag = GER
		CHI = {
			has_idea = german_advisors
		}
		has_war_with = CHI
	}
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		CHI = {
			remove_ideas = german_advisors
		}
	}
	option = {
		name = germany.26.a
		CHI = {
			country_event = {
				id = china.4
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_request_to_join_ukrainian_brother
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject_of, is_neighbor_of, allow_branch, is_ai
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_request_to_join_ukrainian_brother
	icon = GFX_focus_generic_ukrainian_deal_communist
	prerequisite = {
		focus = RUT_communist_influence
	}
	relative_position_id = RUT_communist_influence
	available = {
		OR = {
			AND = {
				RUT = {
					is_subject_of = SOV
				}
				UKR = {
					is_subject_of = SOV
				}
			}
			RUT = {
				is_subject_of = UKR
			}
		}
		UKR = {
			has_government = communism
		}
		has_government = communism
		has_war = no
		is_neighbor_of = UKR
	}
	allow_branch = {
		is_ai = yes
	}
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		UKR = {
			annex_country = {
				target = RUT
			}
		} {
			add_state_core = 73
		} {
			add_state_core = 996
		}
		SOV = {
			add_state_core = 73
		} {
			add_state_core = 996
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_corporate_model
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_the_corporate_model
	icon = GFX_goal_generic_state_economy
	relative_position_id = AUS_strabag_construction
	x = 0
	y = 1
	cost = 7
	mutually_exclusive = {
		focus = AUS_mixed_economy AUS_commit_to_autarky
	}
	available = {
		OR = {
			has_completed_focus = AUS_cs_victory AUS_go_it_alone AUS_ally_italy
		} {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	prerequisite = {
		focus = AUS_strabag_construction
	}
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_the_corporate_model
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Idea
Component: KMT_the_grand_government
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost, planning_speed, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_grand_government = {
	removal_cost = -1
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			overlord = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	on_remove = {

	}
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.05
		max_planning = 0.05
		army_attack_factor = 0.025
		command_power_gain = 0.5
		army_infantry_attack_factor = 0.05
		conscription_factor = 0.1
		political_power_factor = -0.05
		war_support_factor = 0.15
		stability_factor = 0.025
		consumer_goods_factor = 0.1
	}
}
### Entity: Event
Component: FRA_central_africa_intervention.1
Constructs: is_triggered_only, division_template, limit, has_template, every_state, is_core_of
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_central_africa_intervention.1
	title = FRA_central_africa_intervention.1.t
	desc = FRA_central_africa_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = Central Africa Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = Central Africa Intervention Force
				}
			} {
				limit = {
					has_template = Central Africa Defense Force
				}
				delete_unit_template_and_units = {
					division_template = Central Africa Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_central_africa_intervention.11
				}
			}
		}
	}
	option = {
		name = FRA_central_africa_intervention.1.a
		every_state = {
			limit = {
				OR = {
					is_core_of = CHA CMR CAR RCG GAB
				}
			}
			event_target:free_france = {
				transfer_state = PREV
			}
		}
	}
}
### Entity: Character
Component: democratic_firebrand
Constructs: democratic_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
democratic_firebrand = {
	sprite = 13
	random = no
	democratic_drift = 0.1
	conscription_factor = 0.1
}
### Entity: Modifier Reference
Construct: master_ideology_drift
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## master_ideology_drift

* Number with 2 decimal places
* **Categories**: politics