Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spa_focus
Component: SPA_battle_rites
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_country_flag, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_battle_rites
	available = {
		custom_trigger_tooltip = {
			tooltip = SPA_the_crusade_against_democracy_timer_tt
			NOT = {
				has_country_flag = SPA_the_crusade_against_democracy_timer_flag
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_defenders_of_catholicism
	}
	icon = GFX_goal_generic_attack_allies
	x = 0
	y = 1
	relative_position_id = SPA_defenders_of_catholicism
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		set_country_flag = {
			flag = SPA_the_crusade_against_democracy_timer_flag
			value = 1
			days = 69
		}
		if = {
			limit = {
				NOT = {
					has_idea = SPA_crusade_against_democracy_4 SPA_crusade_against_democracy_6 SPA_crusade_against_democracy_7
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_crusade_against_democracy_4
					add_idea = SPA_crusade_against_democracy_5
				}
			}
		} {
			limit = {
				has_idea = SPA_crusade_against_democracy_4
			}
			swap_ideas = {
				remove_idea = SPA_crusade_against_democracy_4
				add_idea = SPA_crusade_against_democracy_5
			}
		} {
			limit = {
				has_idea = SPA_crusade_against_democracy_6
			}
			swap_ideas = {
				remove_idea = SPA_crusade_against_democracy_6
				add_idea = SPA_crusade_against_democracy_8
			}
		} {
			limit = {
				has_idea = SPA_crusade_against_democracy_7
			}
			swap_ideas = {
				remove_idea = SPA_crusade_against_democracy_7
				add_idea = SPA_crusade_against_democracy_9
			}
		}
	}
}
### Entity: Character
Component: CHL_elias_lafertte_gavino
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_elias_lafertte_gavino = {
	advisor = {
		slot = political_advisor
		idea_token = CHL_elias_lafertte_gavino
		allowed = {
			original_tag = CHL
		}
		traits = {
			JUNO_the_miners_representative
		}
		available = {
			OR = {
				has_government = communism
				has_completed_focus = CHL_align_the_marxists
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_elias_lafertte_gavino
				}
			}
		}
		visible = {
			OR = {
				has_government = communism
				has_completed_focus = CHL_align_the_marxists
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			} {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_address_the_mapuche_conflict
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
		traits = {
			JUNO_the_workers_president
		}
	}
	name = CHL_elias_lafertte_gavino
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_elias_lafertte_gavino
			small = GFX_portrait_CHL_elias_lafertte_gavino_small
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_new_austrian_state
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_new_austrian_state
	icon = GFX_goal_rearm_the_bundesheer
	relative_position_id = AUS_get_rid_of_schuschnigg
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_get_rid_of_schuschnigg
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_5
			add_idea = AUS_new_austrian_state
		}
	}
}
### Entity: Idea
Component: PRC_mediating_general_secretary_idea_drifting_left
Constructs: stability_factor, political_power_gain, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_mediating_general_secretary_idea_drifting_left = {
	name = PRC_mediating_general_secretary_idea
	picture = PRC_mediating_general_secretary_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		custom_modifier_tooltip = PRC_mediating_general_secretary_idea_tt
		stability_factor = 0.1
		political_power_gain = -0.05
		power_balance_weekly = -0.005
	}
}
### Entity: Country History
Country: ANG
Component: ANG_army
Source: game
File: history/countries/ANG - Angola.txt

Code:
# OOB & Army Setup for ANG
oob = ANG_1936
### Entity: Character
Component: connections_to_moscow
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
connections_to_moscow = {
	random = no
	stability_factor = -0.05
	industrial_capacity_factory = 0.05
	production_speed_industrial_complex_factor = 0.05
}
### Entity: Event
Component: BBA_italy_communist_events.02
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, has_opinion, add_to_variable, is_subject_of
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.02
	title = BBA_italy_communist_events.02.t
	desc = BBA_italy_communist_events.02.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.02.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 25
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		custom_effect_tooltip = ITA_country_supports_new_italian_government_tt
		hidden_effect = {
			FROM = {
				add_to_variable = {
					ITA_infantry_equipment_from_leftist_aid = 1000
				} {
					ITA_support_equipment_from_leftist_aid = 100
				} {
					ITA_trucks_from_leftist_aid = 50
				} {
					ITA_consumer_goods_from_leftist_aid = -0.02
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ITA_supported_the_new_government
			}
		}
	} {
		name = BBA_italy_communist_events.02.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_sell_bangkok_dock_co
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_sell_bangkok_dock_co
	icon = GFX_focus_generic_industry_investment
	x = -1
	y = 1
	relative_position_id = SIA_focus_on_commercial_civilian_ships
	prerequisite = {
		focus = SIA_focus_on_commercial_civilian_ships
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = {
			id = siam.33
		}
		custom_effect_tooltip = generic_choice_tt generic_or_tt generic_or_tt
		event_option_tooltip = siam.33.a siam.33.b siam.33.c
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_habsburg_monarchist_militants
Constructs: prerequisite, completion_reward, is_subject_of, has_country_leader, unlock_decision_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_habsburg_monarchist_militants
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = POL_support_monarchy_in_CZE
	} {
		focus = POL_royal_hussars
	}
	relative_position_id = POL_support_monarchy_in_CZE
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	bypass = {
		CZE = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	available_if_capitulated = yes
	available = {
		has_country_leader = {
			ruling_only = yes
			character = POL_karl_albrecht
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		unlock_decision_tooltip = POL_arm_monarchist_militants
	}
}
### Entity: Idea
Component: r56_USA_victory_program
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_victory_program = {
	name = USA_victory_program
	picture = SOV_third_five_year_plan_military
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_low_increase_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = 0.1
	}
}
### Entity: Country History
Country: WIS
Component: WIS_misc
Constructs: recruit_character, limit, set_technology, add_political_power, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/WIS - Western Indian States.txt

Code:
# Misc for WIS
capital = 428
set_research_slots = 3
add_political_power = 2000
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
{
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = RAJ_pratap_singh_rao_gaekwad
}
### Entity: Event
Component: r56_italy.19
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.19
	title = r56_italy.19.t
	desc = r56_italy.19.d
	picture = GFX_report_event_pact_of_steel_2
	is_triggered_only = yes
	option = {
		name = r56_italy.19.a
	}
}
### Entity: Event
Component: new_ger.106
Constructs: is_triggered_only, set_faction_manifest, remove_faction_goal, add_faction_goal
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.106
	title = new_ger.105.t
	desc = new_ger.105.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = new_ger.106.a
	} {
		name = new_ger.106.b
		set_faction_manifest = faction_manifest_european_dominance
	} {
		name = new_ger.106.c
		set_faction_manifest = faction_manifest_protector_of_peace
		remove_faction_goal = faction_goal_secure_european_continent
		add_faction_goal = faction_goal_guardians_of_peace
	}
}
### Entity: Country History
Country: PRE
Component: PRE_technology
Constructs: set_technology
Source: game
File: history/countries/PRE - Prussia.txt

Code:
# Starting Technologies for PRE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_the_war_machine
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_the_war_machine
	icon = GFX_focus_ARG_the_war_machine
	prerequisite = {
		focus = ARG_dominate_the_south
	}
	x = 6
	y = 1
	relative_position_id = ARG_dominate_the_south
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		512 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		956 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		958 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_metallurgy
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_metallurgy
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = KOR_industrial_modernization_plan
	}
	relative_position_id = KOR_industrial_modernization_plan
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				527
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_take_tegucigalpa
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_historical_focus_on, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_take_tegucigalpa
	icon = GFX_goal_attack_honduras
	prerequisite = {
		focus = COS_dreams_of_a_union
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = -1
	y = 1
	relative_position_id = COS_dreams_of_a_union
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 34999
		}
		HON = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		HON = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = HON
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = HON
			expire = 0
		}
	}
}
### Entity: AI Strategy
Component: EAI_motorized_role
Constructs: has_country_flag, has_army_experience, check_variable
Source: game
File: common/ai_templates/EAI_motorized_role.txt

Code:
EAI_motorized_role = {
	role = motorized
	upgrade_prio = {
		base = 0
		modifier = {
			add = 1000
			has_army_experience = > 200
		}
	}
	GENERIC_MOTORIZED_TEMPLATE_18_A1 = {
		enable = {
			has_country_flag = {
				flag = EAI_MOTORIZED_TEMPLATE
				value = 11
			}
			NOT = {
				EAI_DESIGN_MOTORIZED_upgrade_focus = yes
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				motorized = 6
				mot_artillery_brigade = 2
			}
			support = {
				artillery = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MOTORIZED_TEMPLATE_18_A2 = {
		enable = {
			has_country_flag = {
				flag = EAI_MOTORIZED_TEMPLATE
				value = 11
			}
			EAI_DESIGN_MOTORIZED_upgrade_focus = yes
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			check_variable = {
				EAI_fielded_eq_ratio_mechanized = > 0.9
			}
		}
		target_template = {
			regiments = {
				motorized = 6
				mot_artillery_brigade = 2
			}
			support = {
				artillery = 1
				anti_air = 1
				anti_tank = 1
				logistics_company = 1
			}
		}
		replace_at_match = 1.0
		replace_with = GENERIC_MOTORIZED_TEMPLATE_18_A3
	}
	GENERIC_MOTORIZED_TEMPLATE_18_A3 = {
		enable = {
			has_country_flag = {
				flag = EAI_MOTORIZED_TEMPLATE
				value = 11
			}
			EAI_DESIGN_MOTORIZED_rocket_artillery_upgrade_focus = yes
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mechanized = 6
				mot_rocket_artillery_brigade = 2
			}
			support = {
				artillery = 1
				anti_air = 1
				anti_tank = 1
				logistics_company = 1
			}
		}
		replace_at_match = 1.0
		replace_with = GENERIC_MOTORIZED_TEMPLATE_18_A4
	}
	GENERIC_MOTORIZED_TEMPLATE_18_A4 = {
		enable = {
			has_country_flag = {
				flag = EAI_MOTORIZED_TEMPLATE
				value = 11
			}
			EAI_DESIGN_MOTORIZED_mechanized_upgrade_focus = yes
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mechanized = 6
				mot_rocket_artillery_brigade = 2
			}
			support = {
				artillery = 1
				anti_air = 1
				anti_tank = 1
				logistics_company = 1
			}
		}
	}
	GENERIC_MOTORIZED_TEMPLATE_18_B1 = {
		enable = {
			has_country_flag = {
				flag = EAI_MOTORIZED_TEMPLATE
				value = 12
			}
			NOT = {
				EAI_DESIGN_MOTORIZED_upgrade_focus = yes
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_templa
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_economic_independence
Constructs: prerequisite, has_government, completion_reward, is_subject_of, add_timed_idea, add_autonomy_score
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_economic_independence
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = SWE_delegation_to_berlin
	}
	mutually_exclusive = {
		focus = SWE_economic_integration
	}
	x = 1
	y = 1
	relative_position_id = SWE_delegation_to_berlin
	cost = 10
	available = {
		is_subject_of = GER
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_independent_economy
			days = 730
		}
		add_autonomy_score = {
			value = 300
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AExpand/doc.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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Filters
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The following pages link to Template:Expand/doc:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Expand/doc"
### Entity: AI Strategy
Component: ARG_democratic_plan_r56
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/ARG_R56_alternate_strategy_plan.txt

Code:
ARG_democratic_plan_r56 = {
	name = ARG: Argentinian Democratic AI Plan
	desc = Democratic behavior for Argentina.
	allowed = {
		original_tag = ARG
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			has_country_flag = ARG_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = ARG_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ARG_infamous_decade ARG_the_will_of_the_people_focus
	}
	focus_factors = {
		ARG_infamous_decade = 20
		ARG_argentinas_destiny = 0
		ARG_one_mind = 0
		ARG_liberty_focus = 8
		ARG_external_help_focus = 10
		ARG_the_will_of_the_people_focus = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_claim_greater_lithuania
Constructs: prerequisite, completion_reward, create_wargoal, take_state_focus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_claim_greater_lithuania
	icon = GFX_focus_LIT_restore_the_grand_duchy
	prerequisite = {
		focus = POL_claim_livonia
	}
	relative_position_id = POL_claim_livonia
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		claim_greater_LIT_effect = yes
		create_wargoal = {
			type = take_state_focus
			target = SOV
			generator = {
				96 95 94 207 206 204 241 93 199 201 198 202 203 259 193 225 221 226 197 192 242 243 224 205 223 222 220 240 194
			}
		}
	}
}
### Entity: Idea
Component: NOR_festung
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_festung = {
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		production_speed_coastal_bunker_factor = 0.2
		production_speed_anti_air_building_factor = 0.2
	}
}
### Entity: AI Strategy
Component: NOR_monarchist_plan
Source: game
File: common/ai_strategy_plans/NOR_alternate_strategy_plan.txt

Code:
NOR_monarchist_plan = {
	allowed = {
		NOR_AAT = yes
	}
	enable = {
		NOR_is_monarchist_ai = yes
	}
	abort = {

	}
	ai_national_focuses = {
		NOR_the_stumbling_storting NOR_the_chamberlains_overture NOR_send_the_storting_home NOR_assure_the_population NOR_demand_king_haakons_rise_to_power NOR_the_crowns_executive_powers NOR_a_warden_king NOR_the_kingdom_of_norway
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_no_docking_rights_for_ITA_outside_europe
Constructs: is_on_continent, has_war_together_with, is_in_faction_with
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_no_docking_rights_for_ITA_outside_europe = {
	enable = {
		NOT = {
			capital_scope = {
				is_on_continent = europe
			}
			has_war_together_with = ITA
			is_in_faction_with = ITA
			any_neighbor_country = {
				is_in_faction_with = ITA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ITA
		target = docking_rights
		value = -200
	} {
		type = diplo_action_acceptance
		id = ITA
		target = docking_rights
		value = -200
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_all_for_one_one_for_all
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, add_stability, completion_reward, has_idea
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_all_for_one_one_for_all
	icon = GFX_focus_AST_all_for_one_one_for_all
	prerequisite = {
		focus = AST_off_leash
	} {
		focus = AST_a_national_housing_commission
	} {
		focus = AST_guaranteed_employment
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_off_leash
	x = 2
	y = 1
	cost = 10
	available = {
		OR = {
			has_idea = AST_strike_ongoing
			has_government = communism
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_great_depression_taog_spirit_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_great_depression_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			AST_great_depression_stability_factor = 0.05
			tooltip = stability_factor_tt
		}
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				is_coastal = yes
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_stability = 0.1
		add_war_support = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = AST_strike_ongoing
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}