Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: ABDA_develop_naval_infrastructure
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_country_flag, completion_reward, has_capitulated, random_owned_state
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_develop_naval_infrastructure
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = ABDA_corps_expeditionnaire ABDA_maintain_strategic_flexibility
	}
	relative_position_id = ABDA_abdacom
	text_icon = ABDACOM_focus_style
	x = 1
	y = 2
	cost = 5
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		} {
			AST = {
				has_capitulated = no
				has_country_flag = abdacom_member
			}
			INS = {
				has_capitulated = no
				has_country_flag = abdacom_member
			}
		}
	}
	available_if_capitulated = no
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			original_tag = INS
		}
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					AST = {
						has_country_flag = abdacom_member
					}
					INS = {
						has_country_flag = abdacom_member
					}
				}
			}
			if = {
				limit = {
					AST = {
						has_country_flag = abdacom_member
					}
				}
				custom_effect_tooltip = ABDA_develop_naval_infrastructure_ast_tt
			} {
				limit = {
					INS = {
						has_country_flag = abdacom_member
					}
				}
				custom_effect_tooltip = ABDA_develop_naval_infrastructure_ins_tt
			}
		}
		else = {
			custom_effect_tooltip = ABDA_develop_naval_infrastructure_generic_tt
		}
		hidden_effect = {
			if = {
				limit = {
					AST = {
						has_country_flag = abdacom_member
					}
				}
				AST = {
					random_owned_state = {
						limit = {
							is_controlled_by = AST
							is_core_of = AST
							free_building_slots = {
								building = dockyard
								size = > 1
								include_locked = yes
							}
						}
						add_building_construction = {
							type = dockyard
							level = 2
							instant_build = yes
						}
					}
				}
			} {
				limit = {
					INS = {
						has_country_flag = abdacom_member
					}
				}
				INS = {
					random_owned_state = {
						limit = {
							is_controlled_by = INS
							is_core_of = INS
							free_building_slots = {
								building = dockyard
								size = > 1
								include_locked = yes
							}
						}
						add_building_construction = {
							type = dockyard
							level = 2
							instant_build = yes
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: POR_studying_the_spanish_civil_war
Constructs: removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_studying_the_spanish_civil_war = {
	picture = chi_army_corruption2
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		experience_gain_army = 0.2
		experience_gain_air = 0.2
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_strike_the_hashemites
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_subject_of, has_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_strike_the_hashemites
	icon = GFX_goal_PAL_down_with_hashemites
	x = -1
	y = 2
	relative_position_id = PAL_lightning_war
	bypass = {
		IRQ = {
			OR = {
				is_in_faction_with = PAL
				is_subject_of = PAL
				has_subject = PAL
				exists = no
			}
		}
	}
	cost = 5
	prerequisite = {
		focus = PAL_cult_speed
	} {
		focus = PAL_study_german_paratroopers
	} {
		focus = PAL_summer_preperations
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = IRQ
		}
		if = {
			limit = {
				JOR = {
					NOT = {
						is_in_faction_with = PAL
						is_subject_of = PAL
						has_subject = PAL
						exists = no
					}
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = JOR
				generator = {
					455 1021 1022
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_18
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_18 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 18
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 18
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_promote_pan_hispanic_rhetoric
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_promote_pan_hispanic_rhetoric
	icon = GFX_focus_CHL_promote_pan_hispanic_rhetoric
	relative_position_id = CHL_abide_by_the_francoist_model
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_abide_by_the_francoist_model
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = CHL_pan_hispanic_rhetoric
	}
}
### Entity: AI Strategy
Component: GER_worry_about_barbarossa_before_africa
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_worry_about_barbarossa_before_africa = {
	enable = {
		tag = GER
		country_exists = SOV
		NOT = {
			is_in_faction_with = SOV
		}
		has_war_with = ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = middle_east
		value = -175
	} {
		type = area_priority
		id = suez
		value = -175
	} {
		type = area_priority
		id = africa
		value = -175
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3AGeneral_Baker/Sandbox/Infobox_unit.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:General_Baker/Sandbox/Infobox_unit"
### Entity: Technology
Component: suicide_craft
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		rocket_suicide_equipment_1
	}
	research_cost = 1.5
	start_year = 1944
	allow = {
		always = no
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: FRA_syria_intervention.1
Constructs: is_triggered_only, division_template, limit, has_template
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_syria_intervention.1
	title = FRA_syria_intervention.1.t
	desc = FRA_syria_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = Syria Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = Syria Intervention Force
				}
			} {
				limit = {
					has_template = Syria Defense Force
				}
				delete_unit_template_and_units = {
					division_template = Syria Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_syria_intervention.11
				}
			}
		}
	}
	option = {
		name = FRA_syria_intervention.1.a
		event_target:free_france = {
			transfer_state = 554 680 677 553
		}
	}
}
### Entity: Decision
Component: POR_prospect_for_resources
Constructs: has_completed_focus, limit, owns_state, fire_only_once, has_state_flag, remove_effect, set_state_flag, add_resource
Source: game
File: common/decisions/POR.txt

Code:
POR_prospect_for_resources = {
	POR_develop_lisbon_tungsten_deposits = {
		icon = tungsten
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 112
			}
		}
		available = {
			has_completed_focus = POR_extraction_industries
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 112
			controls_state = 112
		}
		visible = {
			owns_state = 112
			controls_state = 112
			112 = {
				NOT = {
					has_state_flag = POR_lisbon_tungsten_developed_flag
				}
			}
		}
		cost = 25
		days_remove = 90
		fire_only_once = yes
		modifier = {
			civilian_factory_use = 3
		}
		remove_effect = {
			112 = {
				set_state_flag = POR_lisbon_tungsten_developed_flag
			} {
				add_resource = {
					type = tungsten
					amount = 10
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power = < 200
				factor = 0
			}
		}
	}
	POR_develop_santarem_chromium_deposits = {
		icon = chromium
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 795
			}
		}
		available = {
			has_completed_focus = POR_extraction_industries
			num_of_civilian_factories_available_for_projects = > 1
			owns_state = 795
			controls_state = 795
		}
		visible = {
			owns_state = 795
			controls_state = 795
			795 = {
				NOT = {
					has_state_flag = {
						flag = POR_santarem_chromium_developed_flag
						value = 5
					}
				}
			}
		}
		cost = 25
		days_remove = POR_santarem_chromium_duration
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			add_to_variable = {
				var = POR_santarem_chromium_duration
				value = 30
			}
			795 = {
				if = {
					limit = {
						NOT = {
							has_state_flag = POR_santarem_chromium_developed_flag
						}
					}
					set_state_flag = {
						flag = POR_santarem_chromium_developed_flag
						value = 1
					}
				}
				else = {
					modify_state_flag = {
						flag = POR_santarem_chromium_developed_flag
						value = 1
					}
				}
			} {
				add_resource = {
					type = chromium
					amount = 2
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power = < 200
				factor = 0
			}
		}
		complete_effect = {
			if = {
				limit = {
					check_variable = {
						var = POR_santarem_chromium_duration
						value = 30
						compare = less_than
					}
				}
				set_variable = {
					var = POR_santarem_chromium_duration
					value
# ... (truncated)
### Entity: Character
Component: navy_anti_submarine_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_anti_submarine_1 = {
	sprite = 4
	navy_submarine_detection_factor = 0.1
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Decision
Component: MON_thousand_year_rivalry
Constructs: has_completed_focus, limit, has_war_with, is_literally_china, is_subject
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_thousand_year_rivalry = {
	priority = 30
	icon = GFX_decision_category_generic_independence
	picture = GFX_decision_cat_MON_bogd_khanate
	allowed = {
		OR = {
			original_tag = MON SOV TAN
			OR = {
				is_literally_china = yes
				original_tag = MEN MAN
			}
		}
	}
	visible = {
		MON = {
			has_completed_focus = MON_nationalism
		}
		if = {
			limit = {
				OR = {
					original_tag = SOV TAN
				}
			}
			MON = {
				has_completed_focus = MON_the_battle_for_tuva_uriankai
			}
		} {
			limit = {
				OR = {
					is_literally_china = yes
					original_tag = MEN MAN
				}
			}
			MON = {
				has_completed_focus = MON_confrontations_with_warlords
			}
		}
	}
	custom_icon = {
		tag = MON
		value = MON_mon_influence_in_tuva_value
		desc = MON_mon_battle_for_tuva_uriankai_influence_tt
		visible = {
			MON = {
				exists = yes
				NOT = {
					has_war_with = TAN
				}
				has_completed_focus = MON_the_battle_for_tuva_uriankai
			}
			TAN = {
				exists = yes
				is_subject = no
			}
		}
	} {
		tag = SOV
		value = MON_sov_influence_in_tuva_value
		desc = MON_sov_battle_for_tuva_uriankai_influence_tt
		visible = {
			SOV = {
				exists = yes
				NOT = {
					has_war_with = TAN
				}
			}
			MON = {
				has_completed_focus = MON_the_battle_for_tuva_uriankai
			}
			TAN = {
				exists = yes
				is_subject = no
			}
		}
	} {
		tag = TAN
		value = MON_tan_influence_in_tuva_value
		desc = MON_tan_battle_for_tuva_uriankai_influence_tt
		visible = {
			TAN = {
				exists = yes
				is_subject = no
			}
			MON = {
				has_completed_focus = MON_the_battle_for_tuva_uriankai
			}
		}
	}
}
### Entity: Scripted Trigger
Component: big_communist_exists
Constructs: has_government, is_major, has_capitulated
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
big_communist_exists = {
	any_other_country = {
		is_major = yes
		has_government = communism
		has_capitulated = no
		exists = yes
	}
}
### Entity: Idea
Component: r56_CAN_influenced_by_canada
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_influenced_by_canada = {
	name = r56_CAN_influenced_by_canada
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.15
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_republicanism
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, add_country_leader_trait, set_country_flag
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_republicanism
	icon = GFX_focus_ICE_republicanism
	prerequisite = {
		focus = ICE_trade_relations
	}
	x = 0
	y = 1
	relative_position_id = ICE_trade_relations
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.1
		add_country_leader_trait = ICE_independence_advocate
		set_country_flag = ICE_republicanism_flag
		hidden_effect = {
			IF = {
				limit = {
					is_subject = no
				}
				country_event = {
					id = iceland_events.45
					hours = 16
					random_hours = 32
				}
			}
		}
	}
}
### Entity: Event
Component: israel.93
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, set_demilitarized_zone, random_hours, has_idea, unlock_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.93
	title = israel.93.t
	desc = israel.93.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = israel.93.a
		ISR = {
			country_event = israel.94
		}
		ai_chance = {
			base = 60
		}
		effect_tooltip = {
			995 = {
				transfer_state_to = EGY
				set_demilitarized_zone = yes
			}
			453 = {
				transfer_state_to = EGY
				set_demilitarized_zone = yes
			}
			EGY = {
				diplomatic_relation = {
					country = ISR
					relation = non_aggression_pact
				}
			}
		} {
			news_event = {
				id = israel.99
				days = 1
				random_hours = 12
			}
		}
		if = {
			limit = {
				has_idea = ISR_suez_pressure_1
			}
			remove_ideas = ISR_suez_pressure_1
		}
		else_if = {
			limit = {
				has_idea = ISR_suez_pressure_2
			}
			remove_ideas = ISR_suez_pressure_2
		} {
			limit = {
				has_idea = ISR_suez_pressure_3
			}
			remove_ideas = ISR_suez_pressure_3
		} {
			limit = {
				has_idea = ISR_suez_pressure_4
			}
			remove_ideas = ISR_suez_pressure_4
		} {
			limit = {
				has_idea = ISR_suez_pressure_5
			}
			remove_ideas = ISR_suez_pressure_5
		}
		hidden_effect = {
			unlock_national_focus = EGY_stretch_out_the_hand
		}
	} {
		name = israel.93.b
		ISR = {
			country_event = israel.87
		}
		ai_chance = {
			base = 40
		}
		set_global_flag = ISR_EGY_rejected_plan_2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_shipbuilding_legacy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_shipbuilding_legacy
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = CZE_access_to_the_sea
	}
	x = 0
	y = 1
	relative_position_id = CZE_access_to_the_sea
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CZE_naval_focus
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 78
	}
	location = 3530
	division_template = Infanterie-Division
	start_experience_factor = 0.3
}
### Entity: Scripted Effect
Component: SIA_study_defense_in_depth_models_r56_effects
Constructs: add_equipment_to_stockpile, limit, set_technology, has_subdoctrine_in_track, add_daily_mastery, has_tech, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_study_defense_in_depth_models_r56_effects = {
	if = {
		limit = {
			has_subdoctrine_in_track = combat_support
		}
		add_daily_mastery = {
			name = SIA_study_defense_in_depth_models_r56
			amount = 0.4
			days = 180
			track = combat_support
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			has_tech = interwar_antitank
		}
		add_equipment_to_stockpile = {
			type = anti_tank_equipment
			amount = 50
			producer = ENG
		}
	}
	else = {
		add_doctrine_cost_reduction = {
			name = SIA_study_defense_in_depth_models_r56
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	} {
		set_technology = {
			interwar_antitank = 1
		}
	}
	add_tech_bonus = {
		name = SIA_study_defense_in_depth_models_r56
		bonus = 0.75
		uses = 2
		category = cat_fortification cat_anti_tank
	}
	custom_effect_tooltip = generic_skip_one_line_tt
	set_technology = {
		militia_tech = 1
	}
}
### Entity: Scripted Effect
Component: upgrade_conscription_law
Constructs: limit, add_ideas, add_political_power, has_idea
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
upgrade_conscription_law = {
	if = {
		limit = {
			has_idea = disarmed_nation
		}
		add_ideas = volunteer_only
	}
	else_if = {
		limit = {
			has_idea = volunteer_only
		}
		add_ideas = limited_conscription
	} {
		limit = {
			has_idea = limited_conscription
		}
		add_ideas = extensive_conscription
	} {
		limit = {
			has_idea = extensive_conscription
		}
		add_ideas = service_by_requirement
	} {
		limit = {
			has_idea = service_by_requirement
		}
		add_ideas = all_adults_serve
	} {
		limit = {
			has_idea = all_adults_serve
		}
		add_ideas = scraping_the_barrel
	}
	else = {
		add_political_power = 150
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_unite_the_nation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_unite_the_nation
	icon = GFX_goal_generic_national_unity
	relative_position_id = AUS_fall_from_grace
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_fall_from_grace
	}
	cost = 10
	completion_reward = {
		add_ideas = AUS_unite_the_nation
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_orleanist_restoration
Constructs: create_country_leader, prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, set_party_name, set_politics
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_orleanist_restoration
	icon = GFX_focus_focus_fra_orleans_restoration
	x = -3
	y = 1
	prerequisite = {
		focus = FRA_repeal_the_law_of_exile
	}
	mutually_exclusive = {
		focus = FRA_the_legitimate_heir FRA_proclaim_the_third_empire
	}
	relative_position_id = FRA_repeal_the_law_of_exile
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				date = < 1940.8.25
			}
			create_country_leader = {
				name = Jean III
				desc = POLITICS_ÉDOUARD_DALADIER_DESC
				picture = GFX_portrait_fra_jean_duke_of_guise
				expire = 1965.1.1
				ideology = moderatism
				traits = {
					duke_of_orleans
				}
			}
		}
		else = {
			create_country_leader = {
				name = Henri VI
				desc = POLITICS_ÉDOUARD_DALADIER_DESC
				picture = GFX_portrait_fra_henry_count_of_paris
				expire = 1965.1.1
				ideology = moderatism
				traits = {
					count_of_paris
				}
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = FRA_orleanist_party_long
			name = FRA_orleanist_party
		}
		set_politics = {
			ruling_party = neutrality
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		set_cosmetic_tag = FRA_ORLEANS
		hidden_effect = {
			news_event = {
				id = lar_news.8
				days = 3
				random_days = 5
			}
		}
		show_ideas_tooltip = charles_maurras
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_defend_the_fortress
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_defend_the_fortress
	icon = GFX_goal_generic_defense_of_the_lands
	prerequisite = {
		focus = PAL_pursue_irredentism
	}
	x = 0
	y = 1
	relative_position_id = PAL_pursue_irredentism
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = deterrence
	}
}
### Entity: Event
Component: france.16
Constructs: remove_ideas, fire_only_once, has_capitulated
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.16
	title = france.16.t
	desc = france.16.d
	picture = GFX_report_event_french_resistance_02
	fire_only_once = yes
	trigger = {
		original_tag = FRA
		16 = {
			controller = {
				NOT = {
					original_tag = FRA
				}
			}
		}
		has_capitulated = yes
	}
	mean_time_to_happen = {
		days = 4
	}
	option = {
		name = france.16.a
		remove_ideas = FRA_victors_of_wwi FRA_disjointed_government FRA_protected_by_the_maginot_line
	}
}
### Entity: Idea
Component: ITA_devaluated_lira
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_devaluated_lira = {
	removal_cost = -1
	picture = ITA_devaluated_lira
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Technology
Component: motorised_infantry
Constructs: is_major, enable_subunits, enable_equipments, has_template_containing_unit, load_oob, unlock_motorized, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		motorized
	}
	enable_equipments = {
		motorized_equipment_1
	}
	mot_fire_support = {
		breakthrough = 0.1
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = motorized
		}
	}
	on_research_complete = {
		hidden_effect = {
			load_oob = unlock_motorized
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = mechanised_infantry
		research_cost_coeff = 1
	} {

	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1936
		}
	} {
		name = support_folder
		position = {
			x = 7
			y = 9
		}
	}
	sub_technologies = {
		motorized_rocket_unit
	}
	categories = {
		motorized_equipment mio_cat_tech_all_motorized_mechanized infantry_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1937.1.1
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		} {
			is_major = no
			factor = 0.5
		}
	}
}
### Entity: Achievement
Component: bullseye
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_successfully_bombed_a_landmark_flag
Source: game
File: common/achievements.txt

Code:
bullseye = {
	id = 231
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = has_successfully_bombed_a_landmark_flag
	}
}