Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_solidify_british_ties
Constructs: has_completed_focus, limit, random_country, has_country_flag, add_opinion_modifier, completion_reward, has_game_rule, allow_branch
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_solidify_british_ties
	icon = GFX_focus_chi_british_cooperation
	x = 56
	y = 0
	offset = {
		x = -47
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = EGY_solidify_british_ties
		}
	}
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = EGY_revolt_against_the_opressors EGY_sever_the_ties
			}
		}
	}
	available = {
		OR = {
			has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_egypts_favor EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
		}
		is_ally_with = ENG
	}
	mutually_exclusive = {
		focus = EGY_sever_the_ties EGY_revolt_against_the_opressors
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_ai_strategy = {
			type = alliance
			id = ENG
			value = 200
		}
		random_country = {
			limit = {
				original_tag = ENG
				is_in_faction_with = ROOT
			}
			add_opinion_modifier = {
				target = EGY
				modifier = large_increase
			}
		}
	}
}
### Entity: Idea
Component: henschel
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
henschel = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	visible = {
		NOT = {
			has_completed_focus = GER_develop_modern_maneuver_warfare
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.30
Constructs: is_triggered_only, ai_chance, limit, random_country, add_opinion_modifier, give_guarantee, is_claimed_by, add_claim_by
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.30
	title = BBA_italy_interaction_events.30.t
	desc = BBA_italy_interaction_events.30.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.30.a
		ai_chance = {
			base = 100
		}
		HUN = {
			add_opinion_modifier = {
				target = ITA
				modifier = ITA_recognized_our_claims
			}
		} {
			give_guarantee = ITA
		}
		ITA = {
			give_guarantee = HUN
		}
		IF = {
			limit = {
				NOT = {
					45 = {
						is_claimed_by = HUN
					}
				}
			}
			45 = {
				add_claim_by = HUN
			}
		} {
			limit = {
				45 = {
					is_claimed_by = ITA
				}
			}
			45 = {
				remove_claim_by = ITA
			}
		} {
			limit = {
				OR = {
					45 = {
						is_controlled_by = ITA
					}
					any_country = {
						is_subject_of = ITA
						controls_state = 45
					}
				}
			}
			HUN = {
				transfer_state = 45
			}
		} {
			limit = {
				any_country = {
					is_subject_of = ITA
					controls_state = 45
				}
			}
			random_country = {
				limit = {
					controls_state = 45
				}
				country_event = {
					id = BBA_italy_interaction_events.17
					days = 0
				}
			}
		}
	} {
		name = BBA_italy_interaction_events.30.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Misc Config
Component: faction_states_in_the_nordics
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
faction_states_in_the_nordics = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			OR = {
				region = 275 10 11 192 276 191 277 278 13 161 36 45
			}
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_STATES_IN_NORDICS
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_a_permanent_legion_condor
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_a_permanent_legion_condor
	icon = GFX_goal_generic_air_bomber
	cost = 10.0
	prerequisite = {
		focus = SPR_join_the_axis
	}
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1.0
			uses = 2
			technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
			category = tactical_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = SPR_join_the_axis
	x = 1
	y = 1
}
### Entity: Idea
Component: EAI_DD_8/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: MUN_czech.5
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, has_idea
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.5
	title = MUN_czech.5.t
	desc = MUN_czech.5.d
	picture = GFX_report_event_europe_funeral
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		if = {
			limit = {
				has_idea = CZE_taticek_of_czechoslovakia
			}
			remove_ideas = CZE_taticek_of_czechoslovakia
		}
	}
	option = {
		name = MUN_czech.5.a
		effect_tooltip = {
			remove_ideas = CZE_taticek_of_czechoslovakia
		}
	}
}
### Entity: Idea
Component: ideological_loyalty_spirit
Constructs: has_government, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
ideological_loyalty_spirit = {
	ledger = army
	visible = {
		has_government = communism
	}
	modifier = {
		pocket_penalty = -0.2
		weekly_manpower = 500
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				NOT = {
					has_dlc = No Step Back
				} {
					has_government = communism
				}
			}
		} {
			factor = 2
			has_government = communism
		}
	}
}
### Entity: Character
Component: NIC_victor_roman_y_reyes
Source: game
File: common/characters/NIC.txt

Code:
NIC_victor_roman_y_reyes = {
	advisor = {
		slot = army_chief
		idea_token = NIC_victor_roman_y_reyes
		allowed = {
			original_tag = NIC
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Victor Roman y Reyes
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_military_youth
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_military_youth
	icon = GFX_goal_extensive_conscription_fascism
	prerequisite = {
		focus = SER_militarism
	}
	relative_position_id = SER_militarism
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = ARM_war_propaganda_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: germany.23
Constructs: is_triggered_only, create_wargoal, take_state_focus, add_to_variable
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.23
	title = germany.23.t
	desc = germany.23.d
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = germany.23.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				188
			}
		}
		hidden_effect = {
			add_to_variable = {
				GER_hitlers_blunders_variable = 1
			}
		}
	}
}
### Entity: State History
Component: 953
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/953-Mitrovica.txt

Code:
state = {
	id = 953
	name = STATE_953
	provinces = {
		6953 9890
	}
	history = {
		victory_points = {
			6953 1
		}
		owner = YUG
		buildings = {
			infrastructure = 1
		}
		add_core_of = YUG SER KOS
		add_claim_by = ALB
		add_to_array = {
			state_victory_points = 6953
		}
	}
	manpower = 138016
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Idea
Component: MAN_the_legitimate_successor
Constructs: stability_factor, political_power_gain, removal_cost, democratic_drift
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_the_legitimate_successor = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = chi_chinese_unity
	modifier = {
		political_power_gain = 0.1
		political_power_factor = 0.1
		stability_factor = 0.1
		army_core_defence_factor = 0.1
		democratic_drift = 0.1
	}
}
### Entity: AI Strategy
Component: GER_my_precisioussss
Constructs: has_war, is_historical_focus_on, send_lend_lease_desire
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_my_precisioussss = {
	allowed = {
		original_tag = GER
		is_historical_focus_on = yes
	}
	enable = {
		OR = {
			date = < 1938.1.1
			has_war = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = SLO
		value = -999
	} {
		type = send_lend_lease_desire
		id = MAN
		value = -999
	} {
		type = send_lend_lease_desire
		id = CHI
		value = -999
	} {
		type = send_lend_lease_desire
		id = YUN
		value = -999
	} {
		type = send_lend_lease_desire
		id = SHX
		value = -999
	} {
		type = send_lend_lease_desire
		id = XSM
		value = -999
	} {
		type = send_lend_lease_desire
		id = SIK
		value = -999
	}
}
### Entity: Character
Component: imposing_figure
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
imposing_figure = {
	sprite = 13
	random = no
	fascism_drift = -0.05
	drift_defence_factor = 0.2
}
### Entity: Event
Component: r56_afghanistan.52
Constructs: is_triggered_only, limit, add_ideas, add_war_support, add_stability, fire_only_once, add_popularity, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.52
	picture = GFX_report_event_AFG_amnullah_returns
	title = r56_afghanistan.52.t
	desc = r56_afghanistan.52.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56_afghanistan.52.a
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AFG_amanullah_khan
		set_country_flag = AFG_amanullah_has_returned
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
	} {
		name = r56_afghanistan.52.b
		add_war_support = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = r56_newline r56_newline
		add_ideas = AFG_amanullah_khan_idea
		set_cosmetic_tag = AFG_AMA
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
}
### Entity: Idea
Component: GER_aid_in_industrialization
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_aid_in_industrialization = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_construction_guilds
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.05
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_integrate_german_officers_into_the_army
Constructs: prerequisite, completion_reward, is_in_faction_with, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_integrate_german_officers_into_the_army
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = TUR_rebuke_the_treaty_of_lausanne TUR_establish_the_committee_of_pan_turkism
	}
	x = 2
	y = 1
	relative_position_id = TUR_rebuke_the_treaty_of_lausanne
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		GER = {
			NOT = {
				is_in_faction_with = TUR
			}
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = TUR_german_advisors
			add_idea = TUR_integrated_german_officers
		}
	}
}
### Entity: Character
Component: FIN_urho_kekkonen
Constructs: has_completed_focus
Source: game
File: common/characters/FIN.txt

Code:
FIN_urho_kekkonen = {
	name = FIN_urho_kekkonen
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_urho_kekkonen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_urho_kekkonen
		allowed = {
			original_tag = FIN
		}
		available = {
			has_completed_focus = FIN_align_the_agrarian_league
		}
		cost = 70
		traits = {
			agrarian_nationalist
		}
	}
}
### Entity: Character
Component: SOL_acr
Source: game
File: common/characters/SOL.txt

Code:
SOL_acr = {
	advisor = {
		slot = air_chief
		idea_token = SOL_acr
		allowed = {
			original_tag = SOL
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_submarine_raiders
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_submarine_raiders
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = SWI_swiss_ship_designs
	}
	relative_position_id = SWI_swiss_ship_designs
	mutually_exclusive = {
		focus = SWI_floating_fortresses
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 100
		add_tech_bonus = {
			name = SWI_submarine_raiders
			bonus = 2
			uses = 3
			category = ss_tech
		}
	}
}
### Entity: AI Strategy
Component: NZL_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/NZL_historical_strategy_plan.txt

Code:
NZL_historical = {
	name = Kiwi historical plan
	desc = 
	allowed = {
		original_tag = NZL
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = NZL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = NZL_AI_RANDOM_DEMOCRATIC_HISTORICAL britain_enforced_our_loyalty
			has_game_rule = {
				rule = NZL_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {
		is_subject = no
	}
	ai_national_focuses = {
		NZL_the_first_labor_government NZL_strengthen_the_commonwealth NZL_ministry_of_public_works NZL_national_roads_board NZL_restart_the_onekaka_ironworks NZL_bureau_of_industry NZL_wairarapa_sheep_farms NZL_ratana_alliance NZL_expand_the_nzpaf NZL_form_the_rnzaf NZL_social_security_act NZL_defend_our_islands NZL_army_reforms NZL_charlton_automatic_rifle NZL_new_zealand_steel NZL_2nzef NZL_department_of_scientific_and_industrial_research NZL_arrest_pacifist_leaders NZL_technology_sharing_with_britain NZL_transfer_the_new_zealand_division NZL_maori_affairs_act NZL_form_the_rnzn NZL_taranaki_oil NZL_domestic_arms_industry NZL_long_range_patrol NZL_bob_semple_tank NZL_fighter_focus NZL_think_big NZL_expand_the_university_of_auckland NZL_expand_devonport_naval_base NZL_destroyer_effort NZL_coastal_defense NZL_light_cruiser_effort NZL_schofield_tank NZL_artillery_focus NZL_the_manpower_act NZL_big_bob_tank
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Event
Component: AAT_britain_narvik.2
Constructs: is_triggered_only
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = AAT_britain_narvik.2
	title = AAT_britain_narvik.2.t
	desc = AAT_britain_narvik.2.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = AAT_britain_narvik.2.a
		trigger = {
			original_tag = SWE
		}
	} {
		name = AAT_britain_narvik.2.b
		trigger = {
			original_tag = GER
		}
	}
}
### Entity: Idea
Component: CHI_neglected_army2
Constructs: limit, has_country_flag, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army2 = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army
				days = 35
			}
		}
	}
	modifier = {
		army_morale_factor = -0.25
		army_org_factor = -0.25
		max_dig_in_factor = -0.25
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: PRC_emergency_prodction_protocols_idea
Constructs: industrial_capacity_factory, has_dlc, removal_cost, conscription_factor
Source: game
File: common/ideas/comchina.txt

Code:
PRC_emergency_prodction_protocols_idea = {
	picture = generic_production_bonus
	name = PRC_emergency_prodction_protocols
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.1
		conscription_factor = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_new_battlefield_support
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_new_battlefield_support = {
	check_variable = {
		EAI_FOCUS/AIR/air_doctrine = global.EAI_BFS_DOCTRINE
	}
}
### Entity: Decision
Component: SWE_worker_revolt_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_worker_revolt_category = {
	icon = GFX_decision_category_generic_communism
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_rally_worker_unions
		NOT = {
			has_completed_focus = SWE_launch_red_coup
		}
	}
	priority = 10
}
### Entity: Scripted Trigger
Component: ITA_state_is_in_east_africa
Constructs: is_on_continent
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_state_is_in_east_africa = {
	is_on_continent = africa
	OR = {
		region = 273 17 274 217 185 181
	}
}
### Entity: Character
Component: OCC_acas
Source: game
File: common/characters/OCC.txt

Code:
OCC_acas = {
	advisor = {
		slot = high_command
		idea_token = OCC_acas
		ledger = air
		allowed = {
			original_tag = OCC
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_destroyer_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_destroyer_effort
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = COG_cruiser_effort
	}
	x = 48
	y = 4
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_reassemble_the_sejm
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_reassemble_the_sejm
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = POL_raise_the_black_madonna
	}
	relative_position_id = POL_raise_the_black_madonna
	x = -1
	y = 1
	cost = 5
	available = {
		OR = {
			has_government = democratic communism
		}
		NOT = {
			has_completed_focus = POL_KPP_focus
		}
	}
	bypass = {

	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_stanislaw_wojciechowski POL_mieczyslaw_michalowicz POL_joachim_stefan_bartoszewicz
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_SABCAs_CAS
Constructs: prerequisite, limit, has_war_with, completion_reward, has_tech
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_SABCAs_CAS
	icon = GFX_goal_BEL_italian_plane_cooperation
	relative_position_id = BEL_SABCAs_bombers
	prerequisite = {
		focus = BEL_SABCAs_bombers BEL_fighter_license
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		base = 4
		modifier = {
			factor = 0
			NOT = {
				has_tech = CAS1
			}
		}
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_tech = CAS3
		}
		date = > 1938.01.01
		OR = {
			GER = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_BEL = yes
					}
				}
			}
			FRA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_BEL = yes
					}
				}
			}
			ITA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_BEL = yes
					}
				}
			}
			ENG = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_BEL = yes
					}
				}
			}
			USA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_BEL = yes
					}
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = CAS2 tactical_bomber2
				}
				date = < 1941.06.01
				ITA = {
					custom_trigger_tooltip = {
						tooltip = bomber_tt
						NOT = {
							has_war_with = BEL
						}
					}
				}
			}
			ITA = {
				country_event = belgium.113
			}
			else = {
				country_event = belgium.108
			}
		}
		custom_effect_tooltip = S47_focus_tooltip
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: limit, has_government, owns_state, fire_only_once, is_in_faction_with, complete_effect, random_other_country
Source: game
File: common/decisions/BEL_HOL_decisions.txt

Code:
foreign_politics = {
	HOL_request_control_over_flanders = {
		allowed = {
			original_tag = HOL
		}
		icon = generic_nationalism
		available = {
			any_other_country = {
				is_in_faction_with = ROOT
				owns_state = 6
				controls_state = 6
				NOT = {
					OR = {
						original_tag = BEL FLA WLL
					}
				}
			}
		}
		cost = 50
		days_remove = 40
		fire_only_once = yes
		visible = {
			has_government = fascism
			NOT = {
				owns_state = 6
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 6
			}
		}
		complete_effect = {
			random_other_country = {
				limit = {
					controls_state = 6
				}
				country_event = {
					id = netherlands.33
					hours = 6
				}
			}
		}
		ai_will_do = {
			factor = 3
		}
	}
}
### Entity: Trigger Reference
Construct: country_has_a_network_strength_greater_than_50%_in_state_53,
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
# country has a network strength greater than 50% in state 53, regardless of the target
network_strength = { 
 state = 53
 value > 50
}


```