Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_print_money_for_the_army
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_print_money_for_the_army
	icon = GFX_focus_generic_printing_press
	prerequisite = {
		focus = CHI_redistribute_land CHI_introduce_income_tax
	}
	mutually_exclusive = {
		focus = CHI_maintain_adequate_currency_reserves
	}
	x = 0
	y = 1
	relative_position_id = CHI_redistribute_land
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_production_speed_arms_factory_factor = 0.2
			tooltip = production_speed_arms_factory_factor_tt
		} {
			CHI_corruption_conversion_cost_civ_to_mil_factor = 0.2
			tooltip = conversion_cost_civ_to_mil_factor_tt
		} {
			CHI_corruption_construction_speed = -0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = -0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = -0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = 0.1
			tooltip = economy_cost_factor_tt
		}
	}
}
### Entity: Event
Component: japan_border_conflict.4
Constructs: is_triggered_only
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = japan_border_conflict.4
	title = japan_border_conflict.4.t
	desc = japan_border_conflict.4.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	option = {
		name = japan_border_conflict.4.a
		trigger = {
			original_tag = JAP
		}
		army_experience = 50
	} {
		name = japan_border_conflict.3.b
		trigger = {
			original_tag = SOV
		}
		army_experience = 50
	}
}
### Entity: Joint Focus
Component: CONGO_societe_miniere_de_bakwanga
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_societe_miniere_de_bakwanga
	dynamic = yes
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = CONGO_prince_leopold_mine
	} {
		focus = CONGO_bakwanga_mine
	}
	relative_position_id = CONGO_ccci
	x = 1
	y = 2
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_industrial_complex_factor = 0.05
				tooltip = production_speed_industrial_complex_factor_tt
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_societe_miniere_de_bakwanga
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_production_lack_of_resource_penalty_factor = -0.05
				tooltip = production_lack_of_resource_penalty_factor_tt
			} {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			} {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_industrial_capacity_dockyard = 0.1
				tooltip = industrial_capacity_dockyard_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_industrial_complex_factor = 0.05
				tooltip = production_speed_industrial_complex_factor_tt
			}
			add_autono
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_130
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_130 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 130
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 130
	}
}
### Entity: Idea
Component: CHL_hosting_german_intel_non_lar
Constructs: has_government, removal_cost, decryption_factor, encryption_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_hosting_german_intel_non_lar = {
	picture = german_advisors
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		decryption_factor = 0.25
		encryption_factor = 0.15
	}
}
### Entity: Idea
Component: COG_children_of_woot_idea_trade_conglomeration
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_children_of_woot_idea_trade_conglomeration = {
	name = COG_children_of_woot_idea
	picture = ITA_battaglie_per_la_nascite
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.1
		production_speed_buildings_factor = 0.07
		global_building_slots_factor = 0.1
		supply_consumption_factor = -0.08
		non_core_manpower = 0.05
		resistance_target = -0.1
		trade_opinion_factor = 0.2
	}
}
### Entity: Modding Documentation
Construct: resistance_speed
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### resistance_speed
* description: Compares the current resistance speed of a state to a value. Example: resistance_speed > 50 
* (Auto generated using the trigger with same name)
### Entity: AI Strategy
Component: EAI_JAP_focus_on_army
Constructs: has_army_manpower
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_focus_on_army = {
	allowed = {
		tag = JAP
	}
	enable = {
		CHI = {
			EAI_THIS_is_threat_to_PREV = yes
		}
		has_army_manpower = {
			size = < 750000
		}
	}
	abort = {
		NOT = {
			has_army_manpower = {
				size = < 850000
			}
		}
	}
	ai_strategy = {
		type = air_factory_balance
		value = -25
	}
}
### Entity: Idea
Component: BLR_georgy_holostyakov
Source: game
File: common/ideas/belarus.txt

Code:
BLR_georgy_holostyakov = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = BLR
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: britain.22
Constructs: create_country_leader, has_government, has_country_flag, fire_only_once, has_idea, has_start_date, retire_country_leader, set_country_flag
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.22
	title = britain.22.t
	desc = britain.22.d
	picture = GFX_report_event_royal_parade
	fire_only_once = yes
	trigger = {
		original_tag = ENG
		has_government = democratic
		has_idea = ENG_george_vi
		date = > 1937.5.27
		has_start_date = < 1936.01.02
		NOT = {
			has_country_flag = baldwin_resigned
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = britain.22.a
		retire_country_leader = yes
		create_country_leader = {
			name = Neville Chamberlain
			desc = POLITICS_NEVILLE_CHAMBERLAIN_DESC
			picture = GFX_portrait_Neville_Chamberlain
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				chamberlain_appeaser rearmer
			}
		}
		set_country_flag = baldwin_resigned
	}
}
### Entity: Event
Component: r56_japan.1
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = r56_japan.1
	title = r56_japan.1.t
	desc = r56_japan.1.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		name = r56_japan.1.a
		add_political_power = 5
	}
}
### Entity: Decision
Component: PAL_military_civilian_category2
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, add_stability, fire_only_once, add_political_power, complete_effect
Source: game
File: common/decisions/PAL.txt

Code:
PAL_military_civilian_category2 = {
	PAL_criticize_fawzist_high_command = {
		allowed = {
			original_tag = PAL
		}
		icon = generic_book
		visible = {

		}
		cost = 15
		fire_only_once = yes
		days_remove = 7
		available = {
			custom_trigger_tooltip = {
				tooltip = PAL_already_doing_tt
				NOT = {
					has_country_flag = PAL_already_doing
				}
			}
		}
		complete_effect = {
			set_country_flag = PAL_already_doing
		}
		remove_effect = {
			clr_country_flag = PAL_already_doing
			add_stability = 0.05
			custom_effect_tooltip = PAL_criticize_secular_high_command_tt
			add_to_variable = {
				PAL_civilian2 = 5
			} {
				PAL_military2 = -5
			}
			clamp_variable = {
				var = PAL_civilian2
				min = 0
				max = 100
			} {
				var = PAL_military2
				min = 0
				max = 100
			}
			PAL_update_mil_civ_ideas = yes
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 1000
				has_completed_focus = PAL_golani_runs_power
				check_variable = {
					PAL_civilian2 = < 100
				}
			}
		}
	}
	PAL_conduct_antifawzist_operation = {
		allowed = {
			original_tag = PAL
		}
		icon = generic_military
		visible = {
			has_completed_focus = PAL_second_hebron_march
		}
		custom_cost_text = PAL_decision_cost_5armyxp
		custom_cost_trigger = {
			has_army_experience = > 4.99
		}
		fire_only_once = no
		days_remove = 8
		days_re_enable = 15
		available = {
			custom_trigger_tooltip = {
				tooltip = PAL_already_doing_tt
				NOT = {
					has_country_flag = PAL_already_doing
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -5
			}
			set_country_flag = PAL_already_doing
		}
		remove_effect = {
			clr_country_flag = PAL_already_doing
			add_political_power = 25
			custom_effect_tooltip = PAL_conduct_antifawzist_operation_tt
			add_to_variable = {
				PAL_military2 = -10
			} {
				PAL_civilian2 = 10
			}
			clamp_variable = {
				var = PAL_civilian2
				min = 0
				max = 100
			} {
				var = PAL_military2
				min = 0
				max = 100
			}
			PAL_update_mil_civ_ideas = yes
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 1000
				has_completed_focus = PAL_golani_runs_power
				check_variable = {
					PAL_civilian2 = < 100
				}
			}
		}
	}
	PAL_promote_civil_rights = {
		allowed = {
			original_tag = PAL
		}
		icon = eng_propaganda_campaigns
		visible = {
			always = yes
		}
		cost = 15
		fire_only_once = no
		days_remove = 7
		available
# ... (truncated)
### Entity: Event
Component: CHL_political_events.56
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, set_country_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.56
	title = CHL_political_events.56.t
	desc = CHL_political_events.56.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.56.a
		ai_chance = {
			base = 100
		}
		953 = {
			transfer_state_to = ROOT
		}
		FROM = {
			add_war_support = -0.05
		}
		add_stability = 0.05
		set_country_flag = arg_has_accepted_chl_demands_flag
	}
}
### Entity: AI Strategy
Component: SPC_alternate_plan_2
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_global_flag
Source: game
File: common/ai_strategy_plans/SPC_alternate_strategy_plan.txt

Code:
SPC_alternate_plan_2 = {
	name = Spanish Independent Communist alternate plan
	desc = Alternate behavior for Independent Communist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPC
			AND = {
				tag = SPR
				OR = {
					has_country_flag = SPR_AI_RANDOM_INDEPENDENT_COMMUNIST
					has_game_rule = {
						rule = SPR_ai_behavior
						option = INDEPENDENT_COMMUNIST
					}
				}
			} {
				tag = SPR
				has_global_flag = SOV_covert_support_for_poum_flag
				NOT = {
					has_completed_focus = SPR_regional_defense_council_of_aragon SPR_maintain_the_second_republic SPR_the_stalinist_doctrine SPA_a_great_spain
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = SPR_regional_defense_council_of_aragon
			tag = SPA SPB
		}
	}
	ai_national_focuses = {
		SPR_the_popular_front SPR_secure_the_guardia_de_asalto SPR_train_the_union_youth SPR_enlarge_the_weapon_caches SPR_distribute_arms_to_the_people SPR_disband_the_army SPR_the_anti_fascist_workers_revolution SPR_arm_the_workers_militias SPR_international_brigades SPR_hinder_nkvd_interference SPR_seize_the_gold_reserves SPR_masters_of_our_own_fate SPR_foreign_arms_purchases SPR_subvert_the_stalinists SPR_class_war SPR_secularize_the_new_state SPR_appropriate_church_riches SPR_strengthen_the_euzko_gudarostea SPR_fortify_the_iron_ring SPR_invite_socialist_intellectuals SPR_united_under_socialism SPR_wealth_redistribution SPR_collective_recovery_efforts SPR_land_redistribution SPR_expand_the_means_of_production SPR_nationalize_the_industry SPR_beacon_of_socialism SPR_all_must_do_their_part SPR_the_red_tide SPR_lessons_from_the_civil_war SPR_unify_the_london_bureau SPR_doctrinal_advancements SPR_arm_the_tide SPR_a_red_iberia SPR_avenge_foreign_interference
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_law_on_industrial_promotion
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_law_on_industrial_promotion
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = MEX_focus_xefo
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_xefo
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 277 478
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_flying_fortresses
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_flying_fortresses = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Character
Component: CHL_rene_schneider
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_rene_schneider = {
	name = CHL_rene_schneider
	portraits = {
		army = {
			large = GFX_portrait_CHL_rene_schneider
			small = GFX_portrait_CHL_rene_schneider_small
		}
	}
	corps_commander = {
		traits = {
			trickster
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_expand_the_officer_corps CHL_recruit_young_officers
			}
		}
	}
}
### Entity: Character
Component: CHL_salvador_allende
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_salvador_allende = {
	name = CHL_salvador_allende
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_salvador_allende_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_salvador_allende
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = communism
				CHL_has_left_wing_government = yes
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			}
		}
		visible = {
			OR = {
				has_government = communism
				CHL_has_left_wing_government = yes
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			} {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_rule_by_decree
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
		traits = {
			JUNO_reformist_minister_of_health
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_low_increase_king_umberto_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_low_increase_king_umberto_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.05
		tooltip_side = ITA_king_umberto_side
	}
}
### Entity: Idea
Component: EAI_DD_12/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_anti_tank_army_focus
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_anti_tank_army_focus = {
	always = no
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_AT_FOCUS
		}
		AND = {
			OR = {
				EAI_Anti_Tank_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_focus EAI_FOCUS/LAND/armor_focus_OVERRIDE
			}
		}
	}
}
### Entity: Country History
Country: LIB
Component: LIB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/LIB - Liberia.txt

Code:
# Politics & Parties for LIB
set_politics = {
	ruling_party = democratic
	last_election = 1931.1.1
	election_frequency = 96
	elections_allowed = yes
}
set_popularities = {
	democratic = 100
}
### Entity: Character
Component: HOL_nico_van_straten
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_nico_van_straten = {
	advisor = {
		slot = high_command
		idea_token = HOL_nico_van_straten
		ledger = army
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = HOL_nico_van_straten
	portraits = {
		army = {
			small = GFX_idea_HOL_nico_van_straten
		}
	}
}
### Entity: Idea
Component: SIA_secure_the_armed_forces_r56_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_secure_the_armed_forces_r56_idea = {
	name = SIA_siamese_ultranationalist_movement_r56
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.1
		conscription_factor = 0.08
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_spirit_of_resistance
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, check_variable, add_to_variable, random_owned_state
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_spirit_of_resistance
	icon = GFX_focus_SWI_spirit_of_resistance
	prerequisite = {
		focus = SWI_luftschutz
	} {
		focus = SWI_ortswehren
	}
	x = 1
	y = 1
	relative_position_id = SWI_ortswehren
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_spirit_of_resistance_idea
		}
		if = {
			limit = {
				check_variable = {
					SWI_militia_activation_time = > 1
				}
			}
			subtract_from_variable = {
				var = SWI_militia_activation_time
				value = 1
				tooltip = SWI_reduce_militia_activation_time_TT
			}
		}
		add_to_variable = {
			var = SWI_citizen_militia_initial_activation_timeout
			value = 30
			tooltip = SWI_increase_timeout_TT
		}
		SWI_mr_high_increase = yes
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: CZE_militarism_focus_2
Constructs: stability_factor, has_government, removal_cost, is_subject, is_puppet, fascism_drift, democratic_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_militarism_focus_2 = {
	allowed = {
		has_government = democratic
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_scw_intervention_nationalists_focus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		stability_factor = 0.05
		fascism_drift = 0.05
		democratic_drift = -0.05
		conscription = 0.01
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}