Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_calculate_reserve_eq_ratio
Constructs: limit, has_country_flag, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_calculate_reserve_eq_ratio = {
	set_temp_variable = {
		reserve_eq_ratio = num_equipment@infantry_equipment
	}
	divide_temp_variable = {
		reserve_eq_ratio = 1000
	} {
		reserve_eq_ratio = num_equipment_in_armies_k@infantry_equipment
	}
	set_variable = {
		EAI_reserve_eq_ratio = reserve_eq_ratio
	}
	if = {
		limit = {
			has_country_flag = EAI_equipment_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | EQUIPMENT: EAI_reserve_eq_ratio = [?EAI_reserve_eq_ratio|%0]
	}
}
### Entity: Event
Component: indonesia.49
Constructs: ai_chance, has_government, fire_only_once, has_country_leader, set_country_flag, add_manpower, retire_character
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.49
	title = indonesia.49.t
	desc = {
		text = indonesia.49.d_1
		trigger = {
			NOT = {
				has_country_leader = {
					character = INS_pakubuwono_x
					ruling_only = yes
				}
			}
		}
	} {
		text = indonesia.49.d_2
		trigger = {
			has_country_leader = {
				character = INS_pakubuwono_x
				ruling_only = yes
			}
		}
	}
	fire_only_once = yes
	trigger = {
		original_tag = INS
		date = > 1939.8.22
		NOT = {
			OR = {
				has_government = fascism communism
			}
		}
	}
	immediate = {
		set_country_flag = INS_pakubuwono_x_passed_flag
		hidden_effect = {
			976 = {
				add_manpower = -1
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = indonesia.49.a
		trigger = {
			NOT = {
				has_country_leader = {
					character = INS_pakubuwono_x
					ruling_only = yes
				}
			}
		}
		retire_character = INS_pakubuwono_x
		ai_chance = {
			base = 20
		}
	} {
		name = indonesia.49.b
		trigger = {
			has_country_leader = {
				character = INS_pakubuwono_x
				ruling_only = yes
			}
		}
		promote_character = INS_pakubuwono_xi
		retire_character = INS_pakubuwono_x
		ai_chance = {
			base = 20
		}
	}
}
### Entity: Idea
Component: AUS_commit_to_autarky
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_commit_to_autarky = {
	picture = man_five_year_plan_tank
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.075
		min_export = -0.1
		production_lack_of_resource_penalty_factor = -0.05
	}
}
### Entity: Idea
Component: CZE_rop_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_rop_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.25
		consumer_goods_factor = 0.3
		industrial_capacity_factory = -0.15
	}
}
### Entity: National Focus
Component: uk_extra_tech_slot
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_extra_tech_slot
	text = extra_tech_slot
	icon = GFX_focus_research
	prerequisite = {
		focus = uk_industrial_focus
	}
	x = 0
	y = 1
	relative_position_id = uk_industrial_focus
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: CHL_play_nice_with_ARG
Constructs: has_completed_focus, has_government, has_war_with
Source: game
File: common/ai_strategy/r56_CHL.txt

Code:
CHL_play_nice_with_ARG = {
	allowed = {
		original_tag = CHL
	}
	enable = {
		ROOT = {
			exists = yes
			OR = {
				NOT = {
					has_completed_focus = CHL_the_spread_of_fascism
				} {
					has_completed_focus = CHL_communist_argentina_war
				}
			}
		}
		ARG = {
			NOT = {
				has_completed_focus = ARG_argentinas_destiny
			}
		} {
			OR = {
				NOT = {
					has_government = communism fascism
				}
			}
		}
		country_exists = ARG
		CHL = {
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	abort = {
		OR = {
			ARG = {
				has_government = fascism
			}
			NOT = {
				country_exists = ARG
			}
			CHL = {
				has_war_with = ARG
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = ARG
		value = 10
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AMove/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
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Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Idea
Component: fleet_in_being_navy_spirit
Constructs: has_doctrine, research_bonus, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
fleet_in_being_navy_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_fleet_in_being
	}
	research_bonus = {
		bb_tech = 0.2
		ca_tech = 0.2
	}
	modifier = {
		ship_hull_heavy_design_cost_factor = -0.6
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Idea
Component: SWI_heer_und_haus
Constructs: mobilization_speed
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_heer_und_haus = {
	allowed_civil_war = {
		always = yes
	}
	picture = ast_volunteer_defence_corps
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		mobilization_speed = 0.5
	}
}
### Entity: Idea
Component: bra_industrial_concern
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_industrial_concern = {
	picture = tenenge
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = industrial_concern
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_technical_schools
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Country History
Country: GUK
Component: GUK_characters
Constructs: recruit_character
Source: game
File: history/countries/GUK - Green Ukraine.txt

Code:
# Leaders & Characters for GUK
recruit_character = GUK_yuri_hlushko_mova GUK_pavlo_yakhno
### Entity: National Focus
Tree: alb_focus
Component: ALB_egyptianize_the_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_egyptianize_the_army
	icon = GFX_goal_EGY_army
	prerequisite = {
		focus = ALB_reorganize_the_government
	} {
		focus = ALB_fortify_our_position
	}
	relative_position_id = ALB_invite_egyptian_exiles
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = ALB_egyptianize_the_army_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Effect
Component: play_victory_parade_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_victory_parade_effect = {
	hidden_effect = {
		play_song = victory_parade
	}
}
### Entity: Character
Component: FRI_eugene_mordant
Source: game
File: common/characters/FRI.txt

Code:
FRI_eugene_mordant = {
	name = FRI_eugene_mordant
	portraits = {
		army = {
			small = GFX_idea_FRA_generic_land_8
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRI_eugene_mordant
		ledger = army
		allowed = {
			original_tag = FRI
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1
		}
		cost = 100
	}
}
### Entity: Idea
Component: industrial_coop
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
industrial_coop = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_goods_red_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_275
Source: game
File: history/units/SAF_1939_air_legacy.txt

Code:
air_wings = {
	275 = {
		fighter_equipment_0 = {
			owner = SAF
			amount = 45
		}
		fighter_equipment_1 = {
			owner = SAF
			creator = ENG
			amount = 30
		}
		nav_bomber_equipment_1 = {
			owner = SAF
			amount = 12
		}
		tac_bomber_equipment_0 = {
			owner = SAF
			creator = GER
			version_name = Ju 86
			amount = 12
		}
	}
}
### Entity: Country History
Country: NRU
Component: NRU_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/NRU - Nauru.txt

Code:
# Politics & Parties for NRU
add_ideas = {
	disarmed_nation NRU_commander_ridge_phosphate
}
set_stability = 0.65
set_war_support = 0.05
set_politics = {
	ruling_party = democratic
	last_election = 1933.7.21
	election_frequency = 36
	elections_allowed = no
}
set_popularities = {
	democratic = 55
	neutrality = 40
	fascism = 5
}
### Entity: Character
Component: FRA_francois_darlan
Source: game
File: common/characters/FRA.txt

Code:
FRA_francois_darlan = {
	name = FRA_francois_darlan
	portraits = {
		army = {
			large = GFX_portrait_FRA_francois_darlan
			small = GFX_idea_francois_darlan
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = francois_darlan
		allowed = {
			original_tag = FRA
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			bold naval_lineage superior_tactician
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = 102
	}
}
### Entity: Country History
Country: SNG
Component: SNG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SNG - Singapore.txt

Code:
# Misc for SNG
capital = 1021
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_foreign_air
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_foreign_air
	icon = GFX_goal_polish_military_aviation_exports
	cost = 5.0
	ai_will_do = {
		factor = 6
	}
	prerequisite = {
		focus = SWI_reorganise_af
	}
	mutually_exclusive = {
		focus = SWI_home_air
	}
	x = 50
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_home_air_prod
			}
			swap_ideas = {
				remove_idea = SWI_home_air_prod
				add_idea = SWI_home_foreign_air_prod
			}
		} {
			limit = {
				has_idea = SWI_home_air_focus
			}
			swap_ideas = {
				remove_idea = SWI_home_air_focus
				add_idea = SWI_home_foreign_air_prod_2
			}
		} {
			limit = {
				NOT = {
					has_idea = SWI_home_air_prod
				} {
					has_idea = SWI_home_air_focus
				} {
					has_idea = SWI_home_foreign_air_prod
				} {
					has_idea = SWI_home_foreign_air_prod_2
				}
			}
			add_ideas = SWI_foreign_air_prod
		}
	}
}
### Entity: Unit Template
Component: CRO_PAR_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Padobranska Lovacka Divizija
	ordered = {
		1 = {
			%d. Padobranska Lovacka Divizija
		}
		2 = {
			%d. Padobranska Lovacka Divizija
		}
		3 = {
			%d. Padobranska Lovacka Divizija
		}
		4 = {
			%d. Padobranska Lovacka Divizija
		}
		5 = {
			%d. Padobranska Lovacka Divizija
		}
		6 = {
			%d. Padobranska Lovacka Divizija
		}
		7 = {
			%d. Padobranska Lovacka Divizija
		}
		8 = {
			%d. Padobranska Lovacka Divizija
		}
		9 = {
			%d. Padobranska Lovacka Divizija
		}
		10 = {
			%d. Padobranska Lovacka Divizija
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ACategory.html

Doc:
|
It is suggested that this page does not belong in some of its categories. You can help. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Category/doc. (edit | history)
Category can be used to highlight poorly categorized articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Character
Component: EST_august_rei
Source: game
File: common/characters/EST.txt

Code:
EST_august_rei = {
	name = EST_august_rei
	portraits = {
		army = {
			small = GFX_idea_EST_august_rei
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_august_rei
		allowed = {
			original_tag = EST
		}
		traits = {
			popular_figurehead
		}
	}
}
### Entity: AI Strategy
Component: ENG_naval_dominance
Source: game
File: common/ai_navy/goals/goals_ENG.txt

Code:
ENG_naval_dominance = {
	objective_type = naval_dominance
	available_for = {
		ENG
	}
	min_priority = 1
	max_priority = 20
}
### Entity: Character
Component: FRA_rene_olry
Source: game
File: common/characters/FRA.txt

Code:
FRA_rene_olry = {
	name = FRA_rene_olry
	portraits = {
		army = {
			large = GFX_portrait_FRA_rene_olry
			small = GFX_portrait_FRA_rene_olry_small
		}
	}
	corps_commander = {
		traits = {
			old_guard infantry_officer trait_mountaineer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: Event
Component: spain.1
Constructs: set_stability, limit, has_government, fire_only_once, has_global_flag, has_dlc, has_defensive_war, has_country_leader
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.1
	title = spain.1.t
	desc = spain.1.d
	picture = GFX_report_event_spain_civil_war_soldiers
	fire_only_once = yes
	trigger = {
		NOT = {
			has_global_flag = scw_over
		} {
			has_government = fascism
		} {
			has_dlc = La Resistance
		}
		tag = SPR
		has_defensive_war = no
		date = > 1936.2.16
	}
	mean_time_to_happen = {
		days = 151
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = SPR_niceto_alcala_zamora
						ruling_only = yes
					}
				}
				retire_country_leader = yes
				add_country_leader_role = {
					character = SPR_manuel_azana
					country_leader = {
						ideology = conservatism
						traits = {

						}
						expire = 1965.1.1
					}
					promote_leader = yes
				}
			}
		}
	}
	option = {
		name = spain.1.a
		trigger = {
			is_ai = no
		}
		hidden_effect = {
			set_capital = {
				state = 176
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = communism
				size = 0.5
				capital = 41
				states = {
					41 165 167 168 173 175 790 792 793 794
				}
			}
			random_other_country = {
				limit = {
					original_tag = SPR
					has_government = communism
				}
				load_oob = SPR_Civil_War
				set_equipment_fraction = 0.5
				set_stability = 0.9
				set_war_support = 0.8
				add_popularity = {
					ideology = democratic
					popularity = 0.35
				}
			} {
				limit = {
					original_tag = SPR
					has_government = communism
				}
				set_cosmetic_tag = SPR_civil_war
				set_country_flag = scw_no_lar_republicans
			}
			news_event = {
				hours = 6
				id = news.63
			}
			set_global_flag = spanish_civil_war
			set_country_flag = scw_no_lar_nationalists
			load_oob = SPA_Civil_War
			set_equipment_fraction = 0.5
			set_stability = 0.9
			set_war_support = 0.8
			add_popularity = {
				ideology = fascism
				popularity = 1
			}
		}
		custom_effect_tooltip = nationalists_chosen
	} {
		name = spain.1.b
		hidden_effect = {
			start_civil_war = {
				ideology = fascism
				size = 0.5
				capital = 176
				states = {
					166 169 170 171 172 174 176 177 178 290 297 699 788 789 791
				}
			}
			random_other_country = {
				limit = {
					original_tag = SPR
					has_government = fascism
				}
				set_equipment_fraction = 0.5
				set_stability = 0.9
				set_war_support = 0.8
				load_oob = SPA_Civil_War
			} {
				limit = {
					original_tag = SPR
					
# ... (truncated)
### Entity: State History
Component: 31
Constructs: add_core_of
Source: game
File: history/states/31-Midi Pyrenees.txt

Code:
state = {
	id = 31
	name = STATE_31
	history = {
		owner = FRA
		victory_points = {
			6766 5
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			air_base = 2
		}
		add_core_of = OCC FRA
	}
	provinces = {
		929 943 3740 3749 3915 3946 3948 6759 6766 6915 6917 6931 9853 9882 9884 11699 11702 12169
	}
	manpower = 1825000
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pol_focus
Component: POL_draft_a_new_constitution
Constructs: has_completed_focus, prerequisite, completion_reward, has_sanation_left_opposition, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_draft_a_new_constitution
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = POL_the_sanation_left
	}
	mutually_exclusive = {
		focus = POL_codify_national_unity
	}
	x = 1
	y = 1
	relative_position_id = POL_the_sanation_left
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_left_opposition = yes
		NOT = {
			has_completed_focus = POL_second_man_of_the_state
		} {
			has_completed_focus = POL_camp_of_national_unity
		} {
			has_completed_focus = POL_dissolve_the_bbwr
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		POL_sanation_left_opposition_down = yes
		POL_sanation_right_opposition_up = yes
		swap_ideas = {
			remove_idea = POL_april_constitution_4
			add_idea = POL_april_constitution_left
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_abbas_victory
Constructs: prerequisite, remove_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_abbas_victory
	icon = GFX_goal_ferhat_victory
	x = 15
	y = 2
	available = {
		has_government = neutrality
	}
	cost = 5
	prerequisite = {
		focus = ALG_election
	}
	mutually_exclusive = {
		focus = ALG_hadj_victory
	}
	ai_will_do = {
		factor = 95
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		remove_ideas = ALG_provisional_government
	}
}
### Entity: Achievement
Component: cobalt_sea
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, has_global_flag
Source: game
File: common/achievements.txt

Code:
cobalt_sea = {
	id = 262
	possible = {
		tag = PHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = Gotterdammerung
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = cobalt_sea_tt
			has_global_flag = achievement_PHI_cobalt_sea_flag
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reform_the_bundesheer
Constructs: prerequisite, add_stability, completion_reward, unlock_decision_tooltip, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reform_the_bundesheer
	icon = GFX_goal_AUS_rearm
	relative_position_id = AUS_fight_kaiser_influence
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_fight_kaiser_influence
	}
	cost = 5
	completion_reward = {
		army_experience = 20
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = AUS_fight_army_corruption
		add_power_balance_value = {
			id = AUS_monarchist_power_balance
			value = -0.1
			tooltip_side = AUS_parliament_side
		}
	}
}
### Entity: Idea
Component: MAD_aa2
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = MAD
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_cooperate_with_foreign_monopolies
Constructs: prerequisite, limit, completion_reward, add_political_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_cooperate_with_foreign_monopolies
	icon = GFX_goal_tripartite_pact
	dynamic = yes
	prerequisite = {
		focus = GRE_sophistry_and_science
	} {
		focus = GRE_rejuvenating_athens GRE_making_use_of_our_islands GRE_clear_the_slums
	}
	mutually_exclusive = {
		focus = GRE_crack_down_on_foreign_monopolies
	}
	x = -4
	y = 1
	relative_position_id = GRE_making_use_of_our_islands
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 120
		if = {
			limit = {
				NOT = {
					has_idea = GRE_foreign_monopolies_4
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = GRE_foreign_monopolies
					add_idea = GRE_cooperate_with_foreign_monopolies_spirit
				}
			}
		}
		else = {
			swap_ideas = {
				remove_idea = GRE_foreign_monopolies_4
				add_idea = GRE_cooperate_with_foreign_monopolies_spirit
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: KOR_korea_aerospace_industries_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_korea_aerospace_industries_organization = {
	name = KOR_korea_aerospace_industries
	include = generic_general_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 920
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_general_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.03
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_at_any_cost
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_idea, set_rule
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_at_any_cost
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = NOR_festung_norwegen NOR_reclaim_swedish
	}
	x = -3
	y = 4
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		has_government = fascism
		has_idea = NOR_hirden
	}
	completion_reward = {
		add_ideas = NOR_hirdens_air_corps
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
		air_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
}