Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: HUN_jusztinian_seredi
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_jusztinian_seredi = {
	name = HUN_jusztinian_seredi
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_jusztinian_seredi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_jusztinian_seredi
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				has_completed_focus = wuw_HUN_end_the_white_terror
			}
		}
		available = {
			OR = {
				has_completed_focus = wuw_HUN_end_the_regency wuw_HUN_continue_the_regency
			}
		}
		traits = {
			HUN_archbishop_of_esztergom
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Decision
Component: SWE_communist_foreign_influence
Constructs: has_completed_focus, limit, has_government, every_country, has_country_flag, is_ai, complete_effect, set_rule
Source: game
File: common/decisions/SWE.txt

Code:
SWE_communist_foreign_influence = {
	SWE_pull_the_trigger_nor = {
		icon = generic_civil_support
		visible = {
			has_completed_focus = SWE_support_norwegian_communists
			NOT = {
				has_country_flag = SWE_has_triggered_nor_com_uprising
			}
			NOR = {
				NOT = {
					has_completed_focus = NOR_a_resurgent_labor_movement
				}
			}
		}
		available = {
			NOR = {
				NOT = {
					has_government = communism
				}
				communism = > 0.3
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				NOR = {
					is_ai = no
				}
				factor = 0
			}
		}
		complete_effect = {
			set_rule = {
				can_send_volunteers = yes
			}
			hidden_effect = {
				set_country_flag = SWE_has_triggered_nor_com_uprising
			} {
				every_country = {
					limit = {
						original_tag = NOR
						has_government = communism
					}
					every_other_country = {
						limit = {
							NOT = {
								original_tag = SWE
							}
						}
						PREV = {
							log = [THIS.GetName] [PREV.GetName]
							add_ai_strategy = {
								type = alliance
								id = PREV
								value = -250
							}
						}
					}
				}
			}
			NOR = {
				NOR_character_flag_setup_for_cw = yes
				set_temp_variable = {
					SWE_NOR_communist_support = party_popularity@communism
				}
				if = {
					limit = {
						has_government = democratic
					}
					start_civil_war = {
						ideology = communism
						ruling_party = democratic
						size = var:SWE_NOR_communist_support
						keep_all_characters = yes
					}
					set_variable = {
						SWE.SWE_dem_norway = THIS
					}
					random_other_country = {
						limit = {
							original_tag = NOR
							has_government = communism
						}
						set_variable = {
							SWE.SWE_com_norway = THIS
						}
					}
					every_character = {
						limit = {
							OR = {
								has_character_flag = NOR_anti_trostky NOR_anti_stalin
							}
						}
						set_nationality = var:SWE.SWE_com_norway
					}
					hidden_effect = {
						var:SWE.SWE_com_norway = {
							retire_country_leader = yes
							load_focus_tree = {
								tree = generic_focus
								keep_completed = no
							}
						}
					}
				}
				else_if = {
					limit = {
						has_government = fascism
					}
					start_civil_war = {
						ideology = communism
						ruling_party = fascism
						size = var:SWE_NOR_communist_support
						keep_all_characters = yes
					}
					set_variable = {
						SWE.SWE_fas_norway = TH
# ... (truncated)
### Entity: National Focus
Component: wuw_HUN_the_lands_of_the_crown_of_saint_stephen
Constructs: prerequisite, limit, every_country, add_war_support, add_stability, completion_reward, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
	icon = GFX_focus_HUN_the_lands_of_the_crown_of_saint_stephen
	prerequisite = {
		focus = wuw_HUN_invite_otto_to_the_throne
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_invite_otto_to_the_throne
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt HABSBURG_joint_ft_unlock_tt
		set_cosmetic_tag = HUN_transleithanian_kingdom
		every_state = {
			limit = {
				OR = {
					state = 975 76 83 84 82
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
		hidden_effect = {
			set_global_flag = AH_joint_tree_activated_flag
			every_country = {
				limit = {
					HABSBURG_is_a_habsburg_viable_nation = yes
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_variable = {
			global.AH_originator_country = ROOT
		}
	}
}
### Entity: Idea
Component: SRL_acd2
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = SRL
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_reintegrate_iceland
Constructs: prerequisite, limit, completion_reward, is_controlled_by, is_subject_of, is_owned_and_controlled_by, unlock_decision_tooltip, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_reintegrate_iceland
	icon = GFX_focus_generic_develop_iceland_silhouette
	prerequisite = {
		focus = DEN_scandinavian_security DEN_rally_the_nation
	}
	relative_position_id = DEN_king_assumes_power
	x = -2
	y = 3
	cost = 5
	available = {

	}
	bypass = {
		ICE = {
			all_core_state = {
				is_controlled_by = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				ICE = {
					is_subject_of = PREV
				}
			}
			ICE = {
				country_event = {
					id = denmark_expansion_event.1
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			event_option_tooltip = denmark_expansion_event.2.a denmark_expansion_event.3.a
		} {
			limit = {
				ICE = {
					any_core_state = {
						NOT = {
							is_owned_and_controlled_by = ICE PREV
						}
					}
				}
			}
			unlock_decision_tooltip = DEN_demand_icelandic_territory
		}
		else_if = {
			limit = {
				ICE = {
					is_subject = yes
					NOT = {
						is_subject_of = PREV
					}
				}
			}
			ICE = {
				OVERLORD = {
					country_event = {
						id = denmark_expansion_event.4
						days = 1
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			event_option_tooltip = denmark_expansion_event.5.a denmark_expansion_event.6.a
		} {
			limit = {
				ICE = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = ICE
			}
		}
	}
}
### Entity: Character
Component: AFG_abdur_rahim_khan
Source: game
File: common/characters/AFG.txt

Code:
AFG_abdur_rahim_khan = {
	name = AFG_abdur_rahim_khan
	portraits = {
		army = {
			large = GFX_portrait_AFG_abdur_rahim_khan
			small = GFX_portrait_AFG_abdur_rahim_khan_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: State History
Component: 155
Constructs: add_core_of
Source: game
File: history/states/155-Western Hungary.txt

Code:
state = {
	id = 155
	name = STATE_155
	manpower = 1465070
	state_category = large_town
	resources = {
		aluminium = 40
		coal = 1
	}
	history = {
		owner = HUN
		add_core_of = HUN
		victory_points = {
			6720 10
		} {
			686 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			arms_factory = 1
			air_base = 1
		}
	}
	provinces = {
		686 701 3670 3683 6703 6720 9676 11627 11663 13125
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: Economy
Source: wiki
File: wiki/Germany.html

Doc:
Economy[edit]
Here you can type some informative bits about this nation's economy in-game in 1936 and following years.

Germany starts with 40 Military Factories, 10 Naval Dockyards and 32 Civilian Factories.

Oil |
Rubber |
Steel |
Aluminium |
Tungsten |
Chromium
|

3(4) |
0(0) |
303(470) |
94(155) |
0(0) |
0(0)
|

*These numbers represent the available ressources for production at start of the game. In the bracket are the complete numbers including those lost for trading.

Industrial Production[edit]
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_68
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_68 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 68
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 68
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_enhance_coastal_defense
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_enhance_coastal_defense
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = NOR_prince_olav_to_navy_staff
	}
	x = 3
	y = 1
	relative_position_id = NOR_prince_olav_to_navy_staff
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		add_to_variable = {
			var = NOR_kingdom_of_norway_dmod_production_speed_coastal_bunker_factor
			value = 0.35
			tooltip = production_speed_coastal_bunker_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_production_speed_naval_base_factor
			value = 0.4
			tooltip = production_speed_naval_base_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_naval_mines_damage_factor
			value = 0.2
			tooltip = naval_mines_damage_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_spotting_chance
			value = 0.35
			tooltip = spotting_chance_tt
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.27
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.27
	title = BBA_ethiopia_communist_events.27.t
	desc = BBA_ethiopia_communist_events.27.desc
	is_triggered_only = yes
	picture = GFX_report_event_gre_italian_troops
	option = {
		name = BBA_ethiopia_communist_events.27.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: mtg_news.51
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.51
	title = mtg_news.51.t
	desc = mtg_news.51.desc
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.51.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.51.b
		trigger = {
			NOT = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Event
Component: KMT_event.92
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_war_support, is_subject, add_to_faction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.92
	title = KMT_event.92.t
	desc = KMT_event.92.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	option = {
		name = KMT_event.92.a
		ai_chance = {
			base = 1
			modifier = {
				add = 6
				has_completed_focus = CHI_cooperation_with_the_nationalists
			}
		}
	} {
		name = KMT_event.92.b
		ai_chance = {
			base = 5
		}
		IF = {
			limit = {
				is_subject = yes
			}
			overlord = {
				end_puppet = ROOT
			}
		}
		leave_faction = yes
		FROM = {
			add_to_faction = ROOT
		}
		add_war_support = 0.05
	}
}
### Entity: Character
Component: JAP_kanin_kotohito
Constructs: has_active_mission
Source: game
File: common/characters/JAP.txt

Code:
JAP_kanin_kotohito = {
	name = JAP_kanin_kotohito
	portraits = {
		army = {
			large = GFX_portrait_JAP_kanin_kotohito
			small = GFX_portrait_JAP_kanin_kotohito_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = kanin_kotohito
		allowed = {
			OR = {
				original_tag = JAP MAN
			}
		}
		traits = {
			army_chief_offensive_1
		}
		cost = 50
		ai_will_do = {
			base = 5
			modifier = {
				factor = 15
				has_active_mission = JAP_army_faction_demands_military_factories
			}
		}
	}
	field_marshal = {
		traits = {
			politically_connected JAP_samurai_lineage offensive_doctrine JAP_royal_lineage
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_great_purge
Constructs: has_completed_focus, limit, has_government, has_country_flag, is_major, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_great_purge
	icon = GFX_goal_generic_backstab
	mutually_exclusive = {
		focus = SOV_form_a_fifth_column_old
	}
	x = 33
	y = 0
	cost = 28.7
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_counter_coup_old
			}
		}
	}
	ai_will_do = {
		factor = 9
	}
	available = {
		NOT = {
			has_country_flag = counter_purge
		}
		has_government = communism
	}
	bypass = {
		OR = {
			has_country_flag = SOV_soviet.48_notrotsky SOV_khruschev_flag
		}
	}
	select_effect = {
		country_event = {
			id = soviet.24
			days = 1
		}
		set_country_flag = SOV_purge_started
	}
	completion_reward = {
		custom_effect_tooltip = SOV_great_purge_tt SOV_great_purge_tt2
		if = {
			limit = {
				OR = {
					has_country_flag = purge_1_group_a purge_1_group_b
				} {
					has_country_flag = purge_2_group_a purge_2_group_b
				}
			}
			add_timed_idea = {
				idea = officers_purged
				days = 1460
			}
			hidden_effect = {
				country_event = {
					id = soviet.37
					days = 146
				}
			} {
				news_event = {
					hours = 6
					id = news.219
				}
			}
		} {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_country_flag = purge_1_group_a purge_1_group_b
						}
						OR = {
							has_country_flag = purge_2_group_a purge_2_group_b
						}
					} {
						OR = {
							has_country_flag = purge_1_group_a purge_1_group_b
						}
						NOT = {
							has_country_flag = purge_2_group_a purge_2_group_b
						}
					}
				}
			}
			add_timed_idea = {
				idea = officers_purged_4
				days = 1021
			}
			hidden_effect = {
				country_event = {
					id = soviet.40
					days = 146
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = purge_1_group_a purge_1_group_b
				} {
					has_country_flag = purge_2_group_a purge_2_group_b
				}
			}
			add_timed_idea = {
				idea = officers_purged_7
				days = 583
			}
			hidden_effect = {
				country_event = {
					id = soviet.43
					days = 146
				}
			}
		} {
			limit = {
				has_country_flag = no_political_purge purge_1_no_purge purge_2_no_purge
			}
			set_country_flag = SOV_purged_1
		} {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_country_flag = no_political_purge
						}
						has_country_flag = purge_1_no_purge purge_2_no_purge
					} {
						has_country_flag = no_pol
# ... (truncated)
### Entity: National Focus
Tree: lie_focus
Component: LIE_modernize_our_weaponary
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_dlc, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_modernize_our_weaponary
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = LIE_liechtenstein_military_academy
	}
	x = -1
	y = 1
	relative_position_id = LIE_liechtenstein_military_academy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = LIE_hilti_organization
			mio:LIE_hilti_organization = {
				add_mio_funds = 1000
				add_mio_research_bonus = 0.1
				add_mio_design_team_assign_cost = -0.5
				add_mio_size = 1
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = LIE_hilti
				}
				add_political_power = 150
			}
			else = {
				add_ideas = LIE_hilti
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = LIE_modernize_our_weaponary
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Scripted Effect
Component: ETH_BOP_centralization_small_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_BOP_centralization_small_effect = {
	add_power_balance_value = {
		id = ETH_centralization_balance
		value = 0.05
	}
}
### Entity: Idea
Component: SOV_proliferation_of_disease
Constructs: has_completed_focus, stability_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_proliferation_of_disease = {
	name = SOV_proliferation_of_disease
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_completed_focus = SOV_Mass_Immunizations
	}
	picture = prc_low_popular_support2
	modifier = {
		weekly_manpower = -100
		stability_factor = -0.01
		MONTHLY_POPULATION = -0.1
	}
}
### Entity: Event
Component: war_justification.7
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.7
	title = war_justification.7.t
	desc = war_justification.7.d
	picture = GFX_report_event_american_hunger_march
	is_triggered_only = yes
	trigger = {
		has_government = communism
		FROM = {
			has_government = communism
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.7.a
		FROM = {
			country_event = {
				id = war_justification.207
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_diverse_army
Constructs: prerequisite, completion_reward, add_to_variable, add_trait
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_diverse_army
	icon = GFX_focus_generic_diverse_army
	prerequisite = {
		focus = AST_womens_armed_services
	} {
		focus = AST_department_of_aboriginal_affairs AST_immediate_rights
	}
	relative_position_id = AST_department_of_aboriginal_affairs
	x = 3
	y = 2
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_conscription = 0.01
			tooltip = conscription_tt
		} {
			AST_strength_in_numbers_weekly_manpower = 150
			tooltip = weekly_manpower_tt
		} {
			AST_strength_in_numbers_non_core_manpower = 0.05
			tooltip = non_core_manpower_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		AST_reginald_saunders = {
			add_trait = {
				slot = corps_commander
				trait = career_officer
			} {
				slot = corps_commander
				trait = infantry_leader
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: National Focus
Component: indoctrination_focus
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = indoctrination_focus
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = political_correctness
	}
	x = 0
	y = 1
	relative_position_id = political_correctness
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = indoctrination_focus
		add_political_power = 150
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_experimental_bomber_programme
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_experimental_bomber_programme
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = AUS_innsbruck_airbase_project
	}
	relative_position_id = AUS_announce_the_new_austrian_air_force
	x = -1
	y = 4
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = CHL_bomber_bonus
			bonus = 1
			uses = 2
			category = heavy_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_15/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_chinese_diplomacy.3
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.3
	title = wuw_GER_chinese_diplomacy.3.t
	desc = wuw_GER_chinese_diplomacy.3.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.3.a
		ai_chance = {
			base = 100
		}
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_crackdown_on_military_nitham
Constructs: prerequisite, limit, has_war_with, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_crackdown_on_military_nitham
	icon = GFX_goal_generic_army_professionalism
	x = 1
	y = 1
	relative_position_id = PAL_forcefully_remove_settler
	prerequisite = {
		focus = PAL_forcefully_remove_settler
	}
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		GER = {
			exists = no
			has_war_with = PAL
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PAL_fawzi_leadership_idea2
			}
			swap_ideas = {
				remove_idea = PAL_fawzi_leadership_idea2
				add_idea = PAL_fawzi_leadership_idea3
			}
		} {
			limit = {
				has_idea = PAL_fawzi_leadership_idea
			}
			swap_ideas = {
				remove_idea = PAL_fawzi_leadership_idea
				add_idea = PAL_fawzi_leadership_idea4
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.25
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.25
	title = NSB_soviet_fascist_tsarist.25.t
	desc = NSB_soviet_fascist_tsarist.25.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.25.a
		JAP = {
			country_event = NSB_soviet_fascist_tsarist.29
		}
	} {
		name = NSB_soviet_fascist_tsarist.25.b
		FROM = {
			country_event = NSB_soviet_fascist_tsarist.28
		}
	}
}
### Entity: Order of Battle
Component: Gruppe Brugg
Constructs: division_template
Source: game
File: history/units/SWI_load_conscription_3.txt

Code:
division = {
	name = Gruppe Brugg
	location = 11604
	division_template = Elite Grenzbrigade
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_mobile_artillery
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_mobile_artillery
	icon = GFX_goal_generic_mobile_artillery_light
	x = 0
	y = 1
	relative_position_id = CZE_repurpose_the_rop
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_repurpose_the_rop
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CZE_mobile_artillery_ns
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_mobile_artillery
			bonus = 0.75
			uses = 1
			category = armor
		}
	}
}
### Entity: Event
Component: saudi.3
Constructs: is_triggered_only
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = saudi.3
	title = saudi.3.t
	desc = saudi.3.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = saudi.3.a
	}
}