Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AUS_national_mobilization
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_national_mobilization = {
	picture = FRA_national_mobilization_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		mobilization_speed = 0.3
	}
}
### Entity: Event
Component: kmt.141
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.141
	title = kmt.141.t
	desc = kmt.141.d
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = kmt.141.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				729
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = mc_kept_tp
		}
	}
}
### Entity: Character
Component: CAR_awt
Source: game
File: common/characters/CAR.txt

Code:
CAR_awt = {
	advisor = {
		slot = theorist
		idea_token = CAR_awt
		ledger = air
		allowed = {
			original_tag = CAR
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: KMT_harpo_5
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_5 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 125
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.5
		political_power_cost = 0.07
		research_speed_factor = 0.03
		min_export = 0.1
		civilian_intel_to_others = 5
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.65
		cic_to_target_factor = 0.025
	}
}
### Entity: Idea
Component: NORDIC_joint_army_member_ns_recruitment
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_member_ns_recruitment = {
	name = NORDIC_joint_army_member_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.05
		max_command_power = 10
		weekly_manpower = 200
		training_time_factor = -0.1
		experience_gain_army = 0.05
		recruitable_population_factor = 0.05
	}
}
### Entity: Game Rule
Component: POL_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
POL_ai_behavior = {
	name = POL_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Poland: United and Ready
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_POL_AI_DESC
	} {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_POL_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_OPTION_DEMOCRATIC_POL_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_POL_AI_DESC
	} {
		required_dlc = No Step Back
		name = FASCIST_INDEPENDENT
		text = RULE_OPTION_FASCIST_INDEPENDENT
		desc = RULE_FASCIST_INDEPENDENT_POL_AI_DESC
	} {
		required_dlc = No Step Back
		name = COMMONWEALTH
		text = RULE_OPTION_COMMONWEALTH
		desc = RULE_COMMONWEALTH_POL_AI_DESC
	} {
		required_dlc = No Step Back
		name = ROMANIA
		text = RULE_OPTION_ROMANIA
		desc = RULE_ROMANIA_POL_AI_DESC
	} {
		required_dlc = No Step Back
		name = HABSBURG
		text = RULE_OPTION_HABSBURG
		desc = RULE_HABSBURG_POL_AI_DESC
	} {
		required_dlc = No Step Back
		name = BERMONDT
		text = RULE_OPTION_BERMONDT
		desc = RULE_BERMONDT_POL_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_order_italian_planes
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_dlc, create_equipment_variant, add_equipment_subsidy
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_order_italian_planes
	available = {
		NOT = {
			has_war_with = ITA
		}
	}
	bypass = {
		has_war_with = ITA
	}
	icon = GFX_focus_generic_copy_plane_designs
	x = 5
	y = 1
	relative_position_id = PAR_fedrerista_land_reforms
	prerequisite = {
		focus = PAR_reach_out_to_european_contacts PAR_fedrerista_land_reforms
	}
	cost = 10
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = CR.32
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
			} {
				name = SM.81
				type = medium_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
					engine_type_slot = engine_1_3x
					special_type_slot_1 = lmg_defense_turret_2x
				}
				icon = GFX_ITA_early_bomber_medium
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 60
				producer = ITA
				variant_name = CR.32
			} {
				type = medium_plane_airframe_1
				amount = 50
				producer = ITA
				variant_name = SM.81
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					ITA
				}
			} {
				cic = 1000
				equipment_type = large_plane_airframe
				seller_tags = {
					ITA
				}
			} {
				cic = 1000
				equipment_type = medium_plane_airframe
				seller_tags = {
					ITA
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 100
				producer = ITA
			} {
				type = tac_bomber_equipment_1
				amount = 80
				producer = ITA
			}
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition50
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition50 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.1
		army_org_factor = -0.1
		max_dig_in_factor = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.4
		attack_bonus_against = -0.2
	}
}
### Entity: Order of Battle
Component: 4 Qu Jun
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MAN_1936.txt

Code:
division = {
	name = 4 Qu Jun
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 4809
	division_template = Qu Jun
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: Unit Template
Component: USA_BB_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_BB_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_BB
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = CSS 
	fallback_name = Battleship BB-%d
	unique = {
		Virginia Alabama Texas Florida Georgia Mississippi North Carolina South Carolina Tennessee Louisiana Arkansas Oklahoma Kentucky Missouri Delaware Maryland Arizona Indiana Kansas New Mexico
	}
}
### Entity: Idea
Component: WES_coi
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = WES
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Modding Documentation
Construct: force_operative_detection
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## force_operative_detection
* Aliases: snitch

Print intel network related information
### Entity: Idea
Component: SWE_radiotjanst_fascism
Constructs: research_speed_factor, war_support_factor, removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_radiotjanst_fascism = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_radiotjanst_corrupted
	modifier = {
		research_speed_factor = 0.07
		drift_defence_factor = -0.3
		justify_war_goal_time = -0.25
		fascism_drift = 0.1
		communism_drift = -0.02
		war_support_factor = 0.05
	}
}
### Entity: Modding Documentation
Construct: leader_modifier
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### leader_modifier
* description: value of a modifier stored in leader modifier, modifier token is defined in target. example leader_modifier@navy_max_range
### Entity: National Focus
Tree: ger_focus
Component: GER_ascension_of_speer
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, is_ai, has_country_leader
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ascension_of_speer
	icon = GFX_focus_GER_ascension_of_speer
	prerequisite = {
		focus = GER_fuhrerprinzip
	}
	x = 2
	y = 0
	relative_position_id = GER_ascension_of_todt
	cost = 2
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = GER_speer_was_ascended_flag
				}
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
			NOT = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_cd_flag
			}
			custom_trigger_tooltip = {
				tooltip = GER_inner_circle_cd_days_tt
				NOT = {
					has_country_flag = GER_inner_circle_cd_flag
				}
			}
		}
		has_government = fascism
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_albert_speer
			}
		}
		GER_inner_circle_is_ascension_cd_over = yes
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	select_effect = {
		set_country_flag = GER_speer_ascension_flag
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascension_of_character_tt
			CHARACTER = GER_albert_speer
		} generic_skip_one_line_tt {
			localization_key = GER_ascension_of_character_focus_tt
			CHARACTER = GER_albert_speer
		}
		show_ideas_tooltip = GER_speer_reich_architect
		if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 2
					} {
						GER_ascended_advisor_2 = 2
					} {
						GER_ascended_advisor_3 = 2
					}
				}
			}
			log = Advisor was already there. STOP CHEATING!
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_2 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_3 = 0
					compare = not_equals
				}
			}
			hidden_effect = {
				set_variable = {
					GER_ascending_advisor = 2
				}
				country_event = GER_inner_circle.01
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = GER_event_to_replace_ascended_advisor_tt
				EVENT = GER_inner_circle.01.t
				CHARACTER = GER_albert_speer
			}
		}
		else = {
			hidden_effect = {
				add_ideas = GER_speer_reich_architect
			}
			if = {
				limit = {
					check_variab
# ... (truncated)
### Entity: Idea
Component: idea_SIA_military_full_support
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_military_full_support = {
	picture = SIA_military_full_support
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		conscription_factor = 0.15
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_irrigation
Constructs: prerequisite, limit, completion_reward, every_core_state, add_dynamic_modifier, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_irrigation
	icon = GFX_focus_SIA_irrigation
	x = 2
	y = 0
	relative_position_id = SIA_mechanization_of_agriculture
	prerequisite = {
		focus = SIA_acquire_light_tools
	}
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				NOT = {
					OR = {
						state = 1076 1066 671
					}
				}
			}
			add_dynamic_modifier = {
				modifier = idea_SIA_irrigation
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_440
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_440 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 440
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 440
	}
}
### Entity: Military Industrial Organization
Component: SLO_svit_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SLO_organization.txt

Code:
SLO_svit_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_1
	allowed = {
		has_dlc = Peace For Our Time
		tag = SLO
	}
	visible = {

	}
	available = {

	}
}
### Entity: Event
Component: dod_news.4
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/DOD_NewsEvents.txt

Code:
news_event = {
	id = dod_news.4
	title = dod_news.4.t
	desc = dod_news.4.d
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = dod_news.4.a
		trigger = {
			TAG = CZE
		}
	} {
		name = dod_news.4.b
		trigger = {
			TAG = GER
		}
	} {
		name = dod_news.4.c
		trigger = {
			is_in_faction_with = GER
			NOT = {
				TAG = GER
			} {
				TAG = CZE
			}
		}
	} {
		name = dod_news.4.e
		trigger = {
			NOT = {
				TAG = CZE GER
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_has_kemalist_officers
Constructs: has_idea
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_has_kemalist_officers = {
	custom_trigger_tooltip = {
		tooltip = TUR_has_kemalist_officers_tt
		OR = {
			has_idea = TUR_kemalist_army_officers_minimal_power_loyal TUR_kemalist_army_officers_minimal_power_neutral TUR_kemalist_army_officers_minimal_power_disloyal TUR_kemalist_army_officers_decreased_power_loyal TUR_kemalist_army_officers_decreased_power_neutral TUR_kemalist_army_officers_decreased_power_disloyal TUR_kemalist_army_officers_limited_power_loyal TUR_kemalist_army_officers_limited_power_neutral TUR_kemalist_army_officers_limited_power_disloyal TUR_kemalist_army_officers_extended_power_loyal TUR_kemalist_army_officers_extended_power_neutral TUR_kemalist_army_officers_extended_power_disloyal TUR_kemalist_army_officers_powerful_loyal TUR_kemalist_army_officers_powerful_neutral TUR_kemalist_army_officers_powerful_disloyal
		}
	}
}
### Entity: Scripted Trigger
Component: WTT_is_potential_political_struggle_state
Constructs: has_variable
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_is_potential_political_struggle_state = {
	OR = {
		has_variable = state_political_support_value
	}
}
### Entity: AI Strategy
Component: generic_scout_plane
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_scout_plane = {
	category = air
	blocked_for = {

	}
	available_for = {

	}
	roles = {
		air_scout_plane
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	scout_plane_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_plane_scout_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = recon_camera
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_1_2x
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = empty
				special_type_slot_3 = empty
			}
		}
		allowed_modules = {
			recon_camera engine_1_2x fuel_tanks_medium
		}
	}
	scout_plane_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_scout_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = recon_camera
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = fuel_tanks_medium
				special_type_slot_4 = empty
			}
		}
		allowed_modules = {
			engine_2_4x recon_camera fuel_tanks_medium
		}
	}
	scout_plane_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = medium_plane_scout_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = recon_camera
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_4_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = fuel_tanks_medium
				special_type_slot_4 = fuel_tanks_medium
			}
		}
		allowed_modules = {
			engine_4_2x fuel_tanks_medium recon_camera
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_tank_equipment_5
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_tank_equipment_5 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_tank_equipment
		value = 1
	}
}
### Entity: Event
Component: NSB_poland_events.402
Constructs: is_triggered_only, ai_chance, remove_decision_on_cooldown
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.402
	title = NSB_poland_events.402.t
	desc = NSB_poland_events.402.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = NSB_poland_events.402.a
		ai_chance = {
			base = 10
		}
		remove_decision_on_cooldown = POL_purchase_madagascar
	}
}
### Entity: Modifier Reference
Component: NOR_prep_resistance_dmod
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_prep_resistance_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_resistance
	resistance_activity = 0.2
	resistance_growth = 0.15
	resistance_decay = -0.2
}
### Entity: Character
Component: GHA_acr
Source: game
File: common/characters/GHA.txt

Code:
GHA_acr = {
	advisor = {
		slot = air_chief
		idea_token = GHA_acr
		allowed = {
			original_tag = GHA
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: SPR_hispano_aviacion
Constructs: has_dlc, research_bonus, equipment_bonus, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_hispano_aviacion = {
	picture = SPR_hispano_aviacion
	allowed = {
		OR = {
			AND = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			SWI_bba_lar = yes
		}
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 169
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			SWI_bba_lar = yes
			NOT = {
				has_global_flag = scw_over
			}
		}
	}
}
### Entity: State History
Component: 930
Constructs: add_core_of
Source: game
File: history/states/930-Mikkeli.txt

Code:
state = {
	id = 930
	name = STATE_930
	manpower = 204200
	state_category = rural
	history = {
		owner = FIN
		add_core_of = FIN
		victory_points = {
			165 1
		} {
			37 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		37 165 3013 3131 9056 9073 9163 11043 11138 13104 13108
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3APeace_conference.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 720 pixels. Other resolution: 2,560 × 1,440 pixels.
Original file &#8206;(2,560 × 1,440 pixels, file size: 613 KB, MIME type: image/jpeg)
### Entity: Idea
Component: AST_lithgow_arms_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_lithgow_arms_organization_idea = {
	name = AST_lithgow_arms_organization
	picture = AST_lithgow_arms
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_arm_monarchist_militants
Constructs: has_completed_focus, prerequisite, has_government, has_country_flag, completion_reward, is_subject, is_subject_of, unlock_decision_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_arm_monarchist_militants
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = POL_support_monarchism_in_LIT POL_internal_romanian_support
	}
	relative_position_id = POL_institute_royal_guards
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		has_government = neutrality
	}
	bypass = {
		OR = {
			AND = {
				has_completed_focus = POL_claiming_lithuania
				LIT = {
					OR = {
						exists = no
						is_subject_of = ROOT
						has_country_flag = POL_banned_monarchy_flag
					}
				}
			} {
				has_completed_focus = POL_hohenzollern
				ROM = {
					OR = {
						exists = no
						is_subject_of = ROOT
						has_country_flag = POL_banned_monarchy_flag
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = POL_arm_monarchist_militants
	}
}