Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: est_focus
Component: EST_estonianization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_estonianization
	icon = GFX_goal_EST_defense
	prerequisite = {
		focus = EST_remove_soviet_sympathizers
	} {
		focus = EST_jaan_tonison
	}
	relative_position_id = EST_jaan_tonison
	x = 0
	y = 2
	cost = 7
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_estonianization
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_centre
Constructs: has_completed_focus, division_template, prerequisite, limit, add_stability, completion_reward, add_political_power, has_game_rule
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_centre
	icon = GFX_focus_fra_loyalty_stalin
	prerequisite = {
		focus = SOV_the_path_of_marxism_leninism
	}
	x = -8
	y = 1
	offset = {
		x = 8
		y = 1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SOV_beaten_but_not_defeated
			NOT = {
				has_completed_focus = SOV_the_hands_do
			}
		}
	}
	relative_position_id = SOV_the_path_of_marxism_leninism
	cost = 5
	mutually_exclusive = {
		focus = SOV_the_right_opposition SOV_the_left_opposition
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				AND = {
					has_completed_focus = SOV_the_left_opposition SOV_left_opposition_coup
				} {
					has_completed_focus = SOV_the_right_opposition SOV_coup_detat
				} {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_the_hands_do
				}
			}
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = SOV_the_politburo_good_dynamic_modifier
			}
		}
		custom_effect_tooltip = SOV_the_centre_ns_tt
		add_political_power = 25
		add_stability = 0.05
		set_division_template_lock = {
			division_template = NKVD Pogranichnaya Diviziya
			is_locked = no
		}
		SOV_paranoia_low_decrease_effect = yes
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Character
Component: JAP_genki_abe
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_genki_abe = {
	name = JAP_genki_abe
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_genki_abe_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_genki_abe
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_okadas_military_purge_speech JAP_organize_a_general_election
			}
		}
		available = {
			has_completed_focus = JAP_empower_the_thought_police
		}
		traits = {
			JAP_tokko_chief
		}
		ai_will_do = {
			base = 1.5
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LIE_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LIE
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Idea
Component: SAF_scw_veterans
Constructs: has_government, removal_cost
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_scw_veterans = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		army_org_Factor = 0.05
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_equality_for_women
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_equality_for_women
	icon = GFX_focus_ARG_women_in_industry
	x = 0
	y = 2
	relative_position_id = BRA_rapid_industrialization
	prerequisite = {
		focus = BRA_state_atheism BRA_allow_the_church_to_operate
	}
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = BRA_proletarian_equality
		custom_effect_tooltip = BRA_equality_for_women_tt
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_dissolve_covensa
Constructs: has_completed_focus, limit, completion_reward, is_historical_focus_on, is_owned_and_controlled_by, has_game_rule, add_to_variable, every_core_state
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_dissolve_covensa
	icon = GFX_focus_renounce_the_treaty_of_trianon
	relative_position_id = CHL_look_to_tradition
	x = 45
	y = 0
	cost = 10
	mutually_exclusive = {
		focus = CHL_public_works
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
	}
	offset = {
		x = -29
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_look_to_tradition
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_endorse_the_constitution
		}
	} {
		x = -41
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_denounce_the_anarchy
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_address_the_mapuche_conflict
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_rule_by_decree
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro CHL_skip_one_line_tt CHL_expand_mining_prospection_tt
		add_to_variable = {
			CHL_economy_local_resources_factor = 0.15
			tooltip = local_resources_factor_tt
		} {
			CHL_economy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				has_resources_amount = {
					resource = steel
					amount = > 0
				}
			}
			add_resource = {
				show_state_in_tooltip = no
				type = steel
				amount = 4
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				has_resources_amount = {
					resource = tungsten
					amount = > 0
				}
			}
			add_resource = {
				show_state_in_tooltip = no
				type = tungsten
				amount = 4
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				has_resources_amount = {
					resource = chromium
					amount = > 0
				}
			}
			add_resource = {
				show_state_in_tooltip = no
				type = chromium
				amount = 4
			}
		} {
	
# ... (truncated)
### Entity: National Focus
Tree: philippines_focus
Component: philippines_focus_1
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
					PHI_national_fiscal_policy PHI_reduce_unneccessary_expenditure PHI_subsidies PHI_basic_welfare
				}
### Entity: Shared Focus
Tree: afr_focus
Component: AFR_amcor_plate_mill
Constructs: shared_focus, prerequisite, has_war, completion_reward, has_tech, allow_branch, add_tech_bonus, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = AFR_amcor_plate_mill
	icon = GFX_focus_generic_steel
	text = SAF_amcor_plate_mill
	prerequisite = {
		focus = AFR_develop_mining
	}
	relative_position_id = AFR_develop_mining
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		OR = {
			has_war = yes
			date = > 1941.01.01
		}
		has_tech = steel_production_1
		controls_state = 275
	}
	allow_branch = {
		OR = {
			original_tag = BOT ZIM MZB LES SWA
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
		275 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Character
Component: BRA_gois_monterio
Source: game
File: common/characters/BRA.txt

Code:
BRA_gois_monterio = {
	name = BRA_gois_monterio
	portraits = {
		army = {
			large = GFX_portrait_BRA_gois_monterio
			small = GFX_portrait_BRA_gois_monterio_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Trigger Reference
Construct: pc_current_score
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_current_score

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks country's total peace conference score. Only usable if the country is on the winning side.
Example:
CZE = { pc_current_score > 400 }
```
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TZN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = TZN
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Achievement
Component: satisfactory
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_mio_size, has_mio_equipment_type, has_mio_research_category
Source: game
File: common/achievements.txt

Code:
satisfactory = {
	id = 189
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		any_military_industrial_organization = {
			has_mio_size = > 10
			OR = {
				has_mio_equipment_type = mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank mio_cat_eq_all_heavy_tank armor
				has_mio_research_category = mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules armor
			}
		} {
			has_mio_size = > 10
			OR = {
				has_mio_equipment_type = mio_cat_eq_all_carrier mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer mio_cat_eq_all_battleship ship_hull_submarine capital_ship screen_ship submarine
				has_mio_research_category = mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules naval_equipment
			}
		} {
			has_mio_size = > 10
			OR = {
				has_mio_equipment_type = mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane mio_cat_eq_all_large_plane mio_cat_eq_all_cv_aircraft large_plane_airframe large_plane_maritime_patrol_plane_airframe small_plane_cas_airframe cv_small_plane_cas_airframe small_plane_naval_bomber_airframe cv_small_plane_airframe cv_small_plane_cas_airframe cv_small_plane_naval_bomber_airframe
				has_mio_research_category = mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules air_equipment
			}
		} {
			has_mio_size = > 10
			OR = {
				has_mio_equipment_type = infantry_equipment artillery_equipment anti_tank_equipment anti_air_equipment motorized_equipment mechanized_equipment armored_car_equipment
				has_mio_research_category = infantry_weapons mio_cat_all_artillery_equipment motorized_equipment cat_armored_cars
			}
		}
	}
}
### Entity: AI Strategy
Component: POL_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_historical_strategy_plan.txt

Code:
POL_historical_plan = {
	name = POL historical plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = POL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = POL_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = POL_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_complete_april_constitution POL_the_four_year_plan POL_central_region_strategy POL_expansion_of_new_towns POL_fill_the_railways_gaps POL_polish_militarism POL_consolidate_sanation_government POL_agrarian_reform POL_the_castle POL_central_defence_of_poland POL_the_sanation_right POL_eliminate_socialist_parties POL_develop_upper_silesia POL_additional_research_slot1 POL_dissolve_the_sejm POL_camp_of_national_unity POL_align_with_the_west POL_lithuanian_ultimatum POL_support_right_paramilitaries POL_polish_revanchism POL_department_for_home_defence POL_develop_polish_ship_building POL_attract_poles_to_gdynia POL_study_foreign_built_ships POL_expand_gdynia_seaport POL_second_man_of_the_state POL_invest_in_the_old_polish_region POL_modernize_congressional_factories POL_warsaw_main_railway_station POL_join_allies POL_plan_west POL_the_prusya_line POL_the_prusya_army POL_hel_fortified_area POL_expand_poznan_forts POL_silesia_fortified_area
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: VIN_dan_chu2
Constructs: research_speed_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_dan_chu2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		political_power_gain = 0.3
		political_advisor_cost_factor = -0.35
		trade_laws_cost_factor = -0.35
		mobilization_laws_cost_factor = -0.35
		economy_cost_factor = -0.35
		high_command_cost_factor = -0.35
		air_chief_cost_factor = -0.35
		army_chief_cost_factor = -0.35
		navy_chief_cost_factor = -0.35
		research_speed_factor = 0.04
	}
}
### Entity: Idea
Component: VEN_corruption_2
Constructs: stability_factor, war_support_factor
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_corruption_2 = {
	picture = VEN_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.15
		stability_factor = -0.1
		war_support_factor = -0.15
		drift_defence_factor = -0.2
	}
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, add_opinion_modifier, has_opinion, has_idea, has_wargoal_against
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.1
	title = NSB_soviet_policies_of_collective_security.1.t
	desc = NSB_soviet_policies_of_collective_security.1.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				OR = {
					has_government = democratic communism
				}
			} {
				factor = 2
				has_completed_focus = FRA_form_the_popular_front
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 90
				}
			} {
				factor = 1.5
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0
				OR = {
					has_wargoal_against = SOV
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = SOV
						}
					}
					has_completed_focus = FRA_utilize_the_leagues
					focus_progress = {
						focus = FRA_utilize_the_leagues
						progress = > 0
					}
				}
			}
		}
		effect_tooltip = {
			SOV_clear_hostile_diplomacy_in_both_countries = yes
			FROM = {
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
					active = yes
				}
				give_guarantee = ROOT
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_policies_of_collective_security_opinion
				}
			}
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
			give_guarantee = FROM
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_policies_of_collective_security_opinion
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.2
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = NSB_soviet_policies_of_collective_security.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 4
				is_historical_focus_on = yes
			} {
				factor = 1.5
				has_government = democratic
			} {
				factor = 1.5
				has_completed_focus = FRA_form_the_popular_front
			} {
				factor = 1.5
				is_in_faction_with = ENG
				ENG = {
					has_government = democratic
				}
			} {
				factor = 4
				has_guaranteed = POL
			} {
				factor = 0
				OR = {
					NOT = {
						country_exists = POL
					}
					POL = {
						has_capitulated = yes
					}
					has_completed_focus = FRA_utilize_the_leagu
# ... (truncated)
### Entity: Scripted Effect
Component: remove_vaps_effect
Constructs: limit, remove_ideas, remove_vaps_effect, has_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
remove_vaps_effect = {
	if = {
		limit = {
			has_idea = EST_vaps_idea_4
		}
		remove_ideas = EST_vaps_idea_4
	}
	else_if = {
		limit = {
			has_idea = EST_vaps_idea_3
		}
		remove_ideas = EST_vaps_idea_3
	} {
		limit = {
			has_idea = EST_vaps_idea_2
		}
		remove_ideas = EST_vaps_idea_2
	} {
		limit = {
			has_idea = EST_vaps_idea_1
		}
		remove_ideas = EST_vaps_idea_1
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_split_germany_with_france
Constructs: prerequisite, has_government, completion_reward, allow_branch, has_country_leader, is_subject, is_core_of, is_controlled_by
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_split_germany_with_france
	icon = GFX_goal_generic_major_war
	x = 1
	y = 1
	prerequisite = {
		focus = SCO_free_bavaria
	}
	relative_position_id = SCO_free_bavaria
	cost = 10
	ai_will_do = {
		factor = 3
	}
	allow_branch = {

	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				name = Rupprecht I
			} {
				ruling_only = yes
				name = Henry I
			}
		}
		is_subject = no
		has_government = neutrality
		any_state = {
			is_core_of = GER
			OR = {
				is_controlled_by = ROOT FRA
			}
		}
		FRA = {
			has_government = neutrality
			is_in_faction_with = ROOT
		}
		GER = {
			OR = {
				exists = no
				has_capitulated = yes
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = FRA_disunite_germany_tt
		FRA_SCO_disunite_germany_confederation_borders = yes
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_peace_negotiations
Constructs: prerequisite, limit, has_war_with, completion_reward, add_political_power, has_civil_war, has_global_flag, is_in_faction
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_peace_negotiations
	prerequisite = {
		focus = ETH_international_brigades_communist ETH_peoples_army
	}
	icon = GFX_goal_generic_dangerous_deal
	relative_position_id = ETH_international_brigades_communist
	x = 1
	y = 1
	cost = 10
	available = {
		ROOT = {
			count_triggers = {
				amount = 3
				controls_state = 271 839 838 837
			}
		}
		ITA = {
			has_civil_war = no
		}
	}
	bypass = {
		NOT = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				ITA = {
					AND = {
						has_war_with = ETH
						ETH = {
							NOT = {
								is_in_faction = yes
							}
						}
					}
				}
			}
			ITA = {
				country_event = {
					id = BBA_ethiopia_communist_events.30
					hours = 1
				}
			}
		}
		ELSE = {
			add_political_power = 150
			set_global_flag = ethiopia_recognized_flag
		}
		ETH_no_longer_alone = yes
		set_global_flag = italo_ethiopian_peace_negotiations_ongoing
	}
}
### Entity: Character
Component: veteran_guerrilla_fighter
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
veteran_guerrilla_fighter = {
	random = no
	war_support_factor = 0.1
	conscription_factor = 0.15
	army_core_defence_factor = 0.1
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_25
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_25 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 25
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 25
	}
}
### Entity: Idea
Component: AUS_hungarian_opposition
Constructs: has_war_with, is_core_of
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_hungarian_opposition = {
	picture = AUS_hungarian_resistance
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = HUN
			any_controlled_state = {
				NOT = {
					is_core_of = AUS
				}
				is_core_of = HUN
			}
		}
	}
	targeted_modifier = {
		tag = HUN
		no_compliance_gain = 1
		resistance_growth = 0.1
		resistance_target = 0.15
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_military_production
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_military_production
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = RUT_food_processing_plant
	x = 2
	y = 5
	prerequisite = {
		focus = RUT_small_arms_manufacturing
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		RUT = {
			controls_state = 996
		}
	}
	completion_reward = {
		996 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 12ya Kubanskaya Kazachya Kav. Div.
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 12ya Kubanskaya Kazachya Kav. Div.
	location = 6380
	division_template = Kazachya Kavaleryskaya Diviziya
	start_experience_factor = 0.8
	start_equipment_factor = 1.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ally_poland
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_ally_with, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ally_poland
	text = AUS_ally_poland
	icon = GFX_goal_generic_befriend_poland
	relative_position_id = AUS_ally_yugoslavia_empire
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_slovenia_for_alliance AUS_ally_yugoslavia_empire
	}
	cost = 5
	bypass = {
		is_ally_with = POL
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		POL = {
			exists = yes
		}
		NOT = {
			POL = {
				OR = {
					is_in_faction = yes
					is_subject = yes
				}
			} {
				has_government = fascism
			}
			has_war_with = POL
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = yes
			}
			POL = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = {
					template = faction_template_balkan_pact
					name = vienna_pact
				}
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction = vienna_pact
			}
			POL = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
	}
}