Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CAT_ARAGON_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 9764
	division_template = División de Caballería
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Order of Battle
Component: 47th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 47th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Military Industrial Organization
Component: AFG_infantry_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/AFG_organization.txt

Code:
AFG_infantry_organization = {
	include = generic_infantry_equipment_organization
	allowed = {
		has_dlc = Graveyard of Empires
		tag = AFG
	}
	available = {
		AFG = {
			has_completed_focus = AFG_new_army
		}
	}
}
### Entity: Character
Component: teacher_and_independence_advocate
Constructs: research_speed_factor, autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
teacher_and_independence_advocate = {
	random = no
	sprite = 13
	autonomy_gain = 0.1
	research_speed_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_propose_baltic_union
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_faction_leader, every_other_country, is_baltic_country
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_propose_baltic_union
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = LIT_pan_baltic_bank
	} {
		focus = LIT_baltic_defence_army
	}
	x = -1
	y = 1
	relative_position_id = LIT_baltic_defence_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = {
			LIT_baltic_defence_army BALTIC_economic_union_2
		}
		add_ideas = {
			BALTIC_union_idea
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.4
			}
			remove_ideas = {
				LIT_baltic_defence_army BALTIC_economic_union_2
			}
			add_ideas = {
				BALTIC_union_idea
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_announce_the_gyor_program
Constructs: prerequisite, has_war, limit, every_country, completion_reward, add_political_power, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_announce_the_gyor_program
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = wuw_HUN_expand_the_ganz_muvek wuw_HUN_promote_increased_urbanization
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_expand_the_ganz_muvek
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	dynamic = yes
	ai_will_do = {
		factor = 25
	}
	available = {
		OR = {
			wuw_HUN_does_not_have_trianon = yes
			has_war = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		add_tech_bonus = {
			name = HUN_announce_the_gyor_program
			bonus = 0.5
			uses = 2
			category = cat_production
		} {
			name = HUN_announce_the_gyor_program
			bonus = 0.75
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_announce_the_gyor_program_tt
		hidden_effect = {
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
				}
				news_event = {
					id = wuw_HUN_news_events.1
					days = 2
					random_days = 5
				}
			}
		}
	}
}
### Entity: Idea
Component: SWI_stockpiles
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_stockpiles = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Achievement
Component: lone_wolf
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag, is_fully_controlled_by, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
lone_wolf = {
	id = 184
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = FIN
	}
	happened = {
		tag = FIN
		NOT = {
			has_global_flag = achievement_FIN_has_joined_a_faction
		}
		FIN = {
			has_completed_focus = FIN_greater_finland
		} {
			all_core_state = {
				is_fully_controlled_by = FIN
			}
		}
		213 = {
			is_owned_and_controlled_by = FIN
		}
		215 = {
			is_owned_and_controlled_by = FIN
		}
		216 = {
			is_owned_and_controlled_by = FIN
		}
		666 = {
			is_owned_and_controlled_by = FIN
		}
		925 = {
			is_owned_and_controlled_by = FIN
		}
		208 = {
			is_owned_and_controlled_by = FIN
		}
		195 = {
			is_owned_and_controlled_by = FIN
		}
		244 = {
			is_owned_and_controlled_by = FIN
		}
		264 = {
			is_owned_and_controlled_by = FIN
		}
	}
}
### Entity: Character
Component: AUS_fallen_from_grace
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_fallen_from_grace = {
	random = no
	sprite = 13
	stability_factor = 0.1
	neutrality_drift = -0.02
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_assassination_of_quezon
Constructs: prerequisite, completion_reward, random_days
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_assassination_of_quezon
	icon = GFX_focus_PHI_assassination_of_quezon
	prerequisite = {
		focus = PHI_slippery_slope
	}
	relative_position_id = PHI_slippery_slope
	x = 0
	y = 1
	cost = 10
	available = {
		fascism = > 0.3
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_assassination_of_quezon_tt
		hidden_effect = {
			country_event = {
				id = SEA_PHI_political_events.40
				days = 35
				random_days = 70
			}
		}
	}
}
### Entity: Event
Component: frenchindochina.8
Constructs: is_triggered_only, limit, add_ideas, remove_ideas, fire_only_once, declare_war_on, annex_everything, add_state_claim
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.8
	title = frenchindochina.8.t
	desc = frenchindochina.8.d
	picture = GFX_report_event_bank_of_indochina
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			news_event = {
				id = r56.news_event.15
				days = 1
			}
		}
	}
	option = {
		name = frenchindochina.8.a
		hidden_effect = {
			FRI = {
				remove_ideas = FRI_strikes FRI_growing_vietnamese_nationalism
			} {
				declare_war_on = {
					target = VIN
					type = annex_everything
				}
			}
			VIN = {
				transfer_state = 671
				add_state_claim = 670 728 741 924 925 926
				country_event = {
					id = vietnam.14
					days = 1
				}
				inherit_technology = FRI
				set_popularities = {
					democratic = 25
					neutrality = 25
					fascism = 15
					communism = 35
				}
				set_politics = {
					ruling_party = communism
				}
				load_oob = VIN_rebellion_focus
				set_country_flag = VIN_war_of_independence_flag
				add_ideas = VIN_the_independence_war
				change_tag_from = ROOT
			}
			if = {
				limit = {
					FRI = {
						is_subject_of = FRA
					}
				}
				FRA = {
					add_ai_strategy = {
						type = antagonize
						id = VIN
						value = 100
					}
				} {
					add_ai_strategy = {
						type = send_lend_lease_desire
						id = FRI
						value = 1000
					}
				} {
					add_ai_strategy = {
						type = declare_war
						id = VIN
						value = 100
					}
				} {
					add_ai_strategy = {
						type = befriend
						id = FRI
						value = 100
					} {
						type = support
						id = FRI
						value = 10
					} {
						type = dont_defend_ally_borders
						id = FRI
						value = 25
					} {
						type = invade
						id = VIN
						value = -500
					} {
						type = naval_avoid_region
						id = 75
						value = 25
					} {
						type = put_unit_buffers
						ratio = 0.06
						order_id = 2
						subtract_invasions_from_need = yes
						subtract_fronts_from_need = yes
						states = {
							286 741
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_americanism
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, has_non_aggression_pact_with, is_ai, is_subject
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_americanism
	available = {

	} {

	}
	icon = GFX_focus_por_recover_latin_america
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = URG_traditionalism
	}
	relative_position_id = URG_traditionalism
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			idea_URG_americanism
		}
		if = {
			limit = {
				NOT = {
					has_war_with = USA
					has_non_aggression_pact_with = USA
				}
				USA = {
					is_ai = yes
					exists = yes
					is_subject = no
				}
			}
			USA = {
				diplomatic_relation = {
					country = ROOT
					relation = guarantee
					active = yes
				}
				give_market_access = URG
			}
			give_market_access = USA
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_cic = 300
		}
	}
}
### Entity: Order of Battle
Component: 1st Marine Brigade
Constructs: division_template
Source: game
File: history/units/USA_1939.txt

Code:
division = {
	name = 1st Marine Brigade
	location = 6846
	division_template = Marine Brigade
	start_experience_factor = 0.3
}
### Entity: Character
Component: PHI_puppet_president
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_puppet_president = {
	random = no
	sprite = 13
	resistance_target = -0.05
	stability_factor = 0.05
}
### Entity: Character
Component: JAP_pan_asianist_writer
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_pan_asianist_writer = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	compliance_growth = 0.05
	political_power_factor = 0.1
}
### Entity: Event
Component: news.145
Constructs: is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.145
	title = news.137.t
	desc = news.145.d
	picture = GFX_news_event_063
	major = yes
	trigger = {
		126 = {
			is_controlled_by = SOV
		} {
			is_owned_by = GER
		}
		NOT = {
			has_global_flag = liberation_of_london_sov
		}
		has_global_flag = fall_of_london_ger
	}
	immediate = {
		set_global_flag = liberation_of_london_sov
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = SOV GER
			}
		}
	} {
		name = news.138.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: AI Strategy
Component: EAI_axis_avoid_middle_east
Constructs: has_war, has_country_flag, is_historical_focus_on, is_in_faction_with, is_on_continent
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_axis_avoid_middle_east = {
	enable = {
		is_historical_focus_on = yes
		is_in_faction_with = GER
		CAPITAL_SCOPE = {
			is_on_continent = europe
		}
		OR = {
			alliance_naval_strength_ratio = < 2.0
			has_war = no
		}
		NOT = {
			GER = {
				has_country_flag = EAI_path_exists_from_berlin_to_tehran
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = IRQ
		value = 500
	} {
		type = dont_defend_ally_borders
		id = PER
		value = 500
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_begin_domestic_aircraft_production
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, set_country_flag, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_begin_domestic_aircraft_production
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = TUR_begin_economic_mobilization
	}
	x = 0
	y = 1
	relative_position_id = TUR_begin_economic_mobilization
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = basic_small_airframe basic_medium_airframe
			}
		}
		else = {
			OR = {
				has_tech = fighter1 heavy_fighter1
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_country_flag = TUR_sponsored_killigil_armaments_flag
		random_owned_controlled_state = {
			prioritize = {
				49
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: poland_r56.15
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.15
	title = poland_r56.15.t
	desc = poland_r56.15.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland_r56.15.a
	}
}
### Entity: Event
Component: englandmod.9
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.9
	title = englandmod.9.t
	desc = englandmod.9.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = englandmod.9.a
	}
}
### Entity: Decision
Component: RAJ_population_decisions
Constructs: has_completed_focus, limit, add_stability, fire_only_once, check_variable, has_state_flag, is_core_of, is_controlled_by
Source: game
File: common/decisions/RAJ.txt

Code:
RAJ_population_decisions = {
	RAJ_industrialize_state = {
		icon = generic_construction
		state_target = any_owned_state
		visible = {
			ROOT = {
				has_completed_focus = RAJ_administrative_oversight
				check_variable = {
					RAJ_agrarian_society_value = < 0
				}
			}
			FROM = {
				NOT = {
					has_state_flag = RAJ_industrialized_this_state
				}
			}
		}
		available = {
			FROM = {
				infrastructure = > 4
				NOT = {
					has_state_flag = RAJ_industrialized_this_state
				}
			}
		}
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_controlled_by = ROOT
				NOT = {
					state = 439 430 431 441 787 427 434
				}
			}
		}
		cost = 75
		fire_only_once = no
		days_remove = 90
		ai_will_do = {
			base = 0
			modifier = {
				add = 25
				FROM = {
					OR = {
						state = 438 435
					}
				}
			}
		}
		complete_effect = {
			ROOT = {
				add_stability = -0.03
			}
		}
		remove_effect = {
			custom_effect_tooltip = RAJ_reduce_agrarian_society_value_tooltip
			ROOT = {
				add_to_variable = {
					RAJ_agrarian_society_value = RAJ_agrarian_society_increment
				}
			}
			FROM = {
				set_state_flag = RAJ_industrialized_this_state
				if = {
					limit = {
						ROOT = {
							has_completed_focus = RAJ_workforce_integration
						}
					}
					add_dynamic_modifier = {
						modifier = RAJ_industrialized_personnel
					}
				} {
					limit = {
						ROOT = {
							has_completed_focus = RAJ_land_clearance
						}
					}
					add_extra_state_shared_building_slots = 1
				}
			}
		}
	}
	RAJ_industrialize_state_goe = {
		icon = generic_construction
		allowed = {
			has_dlc = Graveyard of Empires
		}
		visible = {
			FROM = {
				NOT = {
					has_state_flag = RAJ_industrialized_this_state
				}
			}
		}
		available = {
			FROM = {
				infrastructure = > 4
				NOT = {
					has_state_flag = RAJ_industrialized_this_state
				}
			}
		}
		target_ROOT_trigger = {
			has_completed_focus = RAJ_rural_development_plan
			check_variable = {
				RAJ_agrarian_society_conscription_factor = < 0
			}
		}
		state_target = yes
		target_array = ROOT.owned_states_at_game_start
		target_trigger = {
			FROM = {
				is_fully_controlled_by = ROOT
				NOT = {
					state = 439 430 431 441 787 427 434
				}
			}
		}
		on_map_mode = map_only
		cost = 75
		fire_only_once = no
		days_remove = 90
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				has_political_power = >
# ... (truncated)
### Entity: Event
Component: tfv_south_africa.96
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.96
	title = tfv_south_africa.96.t
	desc = tfv_south_africa.96.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		SEN = {
			if = {
				limit = {
					SAF = {
						controls_state = 272
					}
				}
				transfer_state = 272
			}
		}
		SAF = {
			puppet = SEN
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		SEN = {
			if = {
				limit = {
					SAF = {
						controls_state = 272
					}
				}
				transfer_state = 272
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = SEN
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_arms_sourcing
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_arms_sourcing
	icon = GFX_goal_generic_gun_purchase
	relative_position_id = ISR_judea_fell
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_judea_fell
	}
	cost = 5
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
		} {
			type = artillery_equipment
			amount = 200
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_strategic_bombing_defense
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_doctrine_cost_reduction, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_strategic_bombing_defense
	available = {
		has_full_control_of_state = 7
	}
	prerequisite = {
		focus = HOL_modernize_the_air_fleet
	}
	icon = GFX_focus_generic_air_defense
	x = 0
	y = 1
	relative_position_id = HOL_modernize_the_air_fleet
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = HOL_strategic_bombing_defense
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		7 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_avoid_rubber_imports
Constructs: has_completed_focus, has_war, is_historical_focus_on, check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_avoid_rubber_imports = {
	allowed = {
		tag = SOV
	}
	enable = {
		has_war = no
		is_historical_focus_on = yes
		NOT = {
			has_completed_focus = SOV_finish_the_five_year_plan
		}
		OR = {
			check_variable = {
				EAI_PC_strategy_state = 1
			} {
				EAI_PC_strategy_state = 1.5
			} {
				EAI_PC_strategy_state = 2
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = -200
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_all_india_students_federation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_all_india_students_federation
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = RAJ_litteracy_effort
	}
	x = 2
	y = 1
	relative_position_id = RAJ_litteracy_effort
	cost = 10
	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_RESEARCH
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_tech_bonus = {
			name = RAJ_all_india_students_federation
			bonus = 0.5
			uses = 1
			category = electronics
		}
		custom_effect_tooltip = RAJ_famine_impact_reduction
		add_to_variable = {
			RAJ_famine_shield = 8
			tooltip = RAJ_famine_shield_tt
		}
		calculate_famine_shield_and_risk = yes
	}
}
### Entity: Country History
Country: MNC
Component: MNC_misc
Constructs: set_convoys
Source: game
File: history/countries/MNC - Monaco.txt

Code:
# Misc for MNC
capital = 1012
set_convoys = 5
### Entity: Character
Component: AUS_wilhelm_gebauer
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/AUS.txt

Code:
AUS_wilhelm_gebauer = {
	name = AUS_wilhelm_gebauer
	portraits = {
		army = {
			large = GFX_portrait_AUS_wilhelm_gebauer
			small = GFX_portrait_AUS_wilhelm_gebauer_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = AUS_wilhelm_gebauer
		allowed = {
			OR = {
				original_tag = AUS GER
			}
		}
		available = {
			OR = {
				has_completed_focus = AUS_bring_generals_out_of_retirement GER_the_austrian_question
			}
		}
		traits = {
			army_chief_morale_3
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	field_marshal = {
		traits = {
			brilliant_strategist war_hero inspirational_leader skilled_staffer
		}
		skill = 5
		attack_skill = 5
		defense_skill = 4
		planning_skill = 4
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				AND = {
					has_completed_focus = AUS_bring_generals_out_of_retirement
					original_tag = AUS
				} {
					has_country_flag = GER_got_austrian_generals
					original_tag = GER
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_national_recovery
Constructs: prerequisite, limit, completion_reward, has_global_flag, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_national_recovery
	available = {
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_national_syndicalist_state SPA_fuse_the_parties
	}
	icon = GFX_goal_generic_consumer_goods
	x = 6
	y = 1
	relative_position_id = SPA_the_national_syndicalist_state
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_national_recovery_2civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = SPA_national_recovery_1
			days = 1825
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_national_recovery_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: CAT
Component: CAT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CAT - Catalonia.txt

Code:
# Politics & Parties for CAT
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 3
	communism = 47
}