Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 905
Constructs: add_core_of
Source: game
File: history/states/905 - Yamalia.txt

Code:
state = {
	id = 905
	name = STATE_824
	manpower = 21974
	state_category = pastoral
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAM
	}
	provinces = {
		96 1729 1757 3415 4761 7809 10536 10564 12517 12545
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_empire_2
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_empire_2
	icon = GFX_focus_renounce_the_treaty_of_trianon
	ai_will_do = {
		factor = 2
	}
	x = 4
	y = 4
	mutually_exclusive = {
		focus = MAL_the_empire_3
	}
	prerequisite = {
		focus = MAL_the_empire_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_political_idea_neutrality
			add_idea = MAL_political_idea_neutrality_2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_anti_tank_development
Constructs: prerequisite, completion_reward, set_technology, add_mastery_bonus, add_to_variable, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_anti_tank_development
	icon = GFX_focus_generic_anti_tank_guns
	overlay = GFX_focus_overlay_cze_military_equipment
	prerequisite = {
		focus = CZE_opl_exercises
	}
	x = 1
	y = 1
	relative_position_id = CZE_opl_exercises
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {
		CZE_has_a_skoda_any_focus = yes
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_anti_tank_development
			bonus = 0.1
			days = 365
			sub_doctrine = anti_tank_frontline
		} {
			name = CZE_anti_tank_development
			bonus = 0.1
			days = 365
			sub_doctrine = tank_destroyer_force
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_anti_tank_development_tech_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_core_defence_factor = 0.025
			tooltip = army_core_defence_factor_tt
		}
		add_tech_bonus = {
			name = CZE_anti_tank_development
			bonus = 0.5
			uses = 2
			category = cat_anti_tank
		}
		hidden_effect = {
			set_technology = {
				MUN_anti_tank_development_tech = 1
				popup = no
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PRC_deng_fa
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_deng_fa = {
	instance = {
		allowed = {
			AND = {
				has_dlc = La Resistance No Compromise, No Surrender
			}
		}
		name = PRC_deng_fa
		portraits = {
			army = {
				small = GFX_portrait_PRC_deng_fa_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_deng_fa
			ledger = army
			allowed = {
				original_tag = PRC
				has_dlc = No Compromise, No Surrender
			}
			traits = {
				PRC_spymaster
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = PRC_deng_fa
		portraits = {
			army = {
				small = GFX_portrait_PRC_deng_fa_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_deng_fa
			ledger = army
			allowed = {
				original_tag = PRC
				has_dlc = No Compromise, No Surrender
			}
			traits = {
				spymaster_no_lar
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Character
Component: HRZ_democratic_guy
Constructs: has_government
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = HRZ_democratic_guy
		allowed = {
			original_tag = HRZ
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Idea
Component: BEL_pax_belgica_ns
Constructs: production_speed_buildings_factor, removal_cost, conscription_factor, compliance_gain
Source: game
File: common/ideas/belgium.txt

Code:
BEL_pax_belgica_ns = {
	picture = BEL_pax_belgica_ns
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		consumer_goods_factor = -0.05
		production_speed_buildings_factor = 0.05
		conscription_factor = 0.1
		resistance_target = -0.05
		compliance_gain = 0.01
	}
}
### Entity: Idea
Component: SWI_schwiezerische_bundesbahnen
Constructs: research_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_schwiezerische_bundesbahnen = {
	name = SWI_schwiezerische_bundesbahnen
	picture = generic_electronics_concern_2
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		train_tech = 0.2
	}
	cost = 150
	traits = {
		railway_company
	}
}
### Entity: Idea
Component: EAI_HARD/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: CHL_dissident_activity_1
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_dissident_activity_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.3
		drift_defence_factor = -0.3
		stability_factor = -0.3
	}
	picture = FRA_scw_intervention_republicans_focus
}
### Entity: Effect Reference
Construct: add_power_balance_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_power_balance_modifier

* Supported Scopes: any
* Supported Targets: none

```
adds static modifier to power balance

Example:
add_power_balance_modifier = {
	id = power_balance_id
	modifier = static_modifier_id # this must be defined in the static modifier database
}
```
### Entity: National Focus
Tree: nor_focus
Component: NOR_soviet_technology_sharing
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_soviet_technology_sharing
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = NOR_join_comintern
	}
	x = 0
	y = 2
	relative_position_id = NOR_support_radical_socialism
	cost = 5
	ai_will_do = {
		base = 25
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
		is_in_faction_with = SOV
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_soviet_technology_sharing_tt
		if = {
			limit = {
				SOV = {
					is_in_faction_with = NOR
				}
			}
			SOV = {
				country_event = naw_norway.19
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PRC_the_long_march_2
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_long_march_2 = {
	picture = prc_the_long_march2
	allowed = {
		original_tag = PRC
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.25
	}
}
### Entity: Character
Component: DAH_ar
Source: game
File: common/characters/DAH.txt

Code:
DAH_ar = {
	advisor = {
		slot = high_command
		idea_token = DAH_ar
		ledger = army
		allowed = {
			original_tag = DAH
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Weather.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
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Weather:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Features ‎ (← links | edit)

Map ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Weather"
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_60
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_60 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Event
Component: EST_events.201
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.201
	title = EST_events.201.t
	desc = EST_events.201.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = EST_events.201.a
		ai_chance = {
			base = 30
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Unit Template
Component: ENG_RG_HISTORICAL
Source: game
File: common/units/names_railway_guns/ENG_railway_gun_names.txt

Code:
ENG_RG_HISTORICAL = {
	for_countries = {
		ENG
	}
	type = railway_gun
	fallback_name = %d Super Heavy Battery RA
	ordered = {
		1 = {
			%dst Independent Super Heavy Battery, RA
		}
		2 = {
			%dnd Independent Super Heavy Battery, RA
		}
		5 = {
			%d Super Heavy Battery, RA
		}
		7 = {
			%d Super Heavy Battery, RA
		}
		8 = {
			%d Super Heavy Battery, RA
		}
		11 = {
			%d Super Heavy Battery, RA
		}
		12 = {
			%d Super Heavy Battery, RA
		}
		4 = {
			%d Super Heavy Battery, RA
		}
		13 = {
			%d Super Heavy Battery, RA
		}
		9 = {
			B Battery, Royal Marine Siege Regiment
		}
		3 = {
			X Super Heavy Battery, RCA
		}
		6 = {
			Y Super Heavy Battery, RCA
		}
		15 = {
			%d Super Heavy Battery, RA
		}
		17 = {
			%d Super Heavy Battery, RA
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_workers_war_economy
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, has_war_support, has_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_workers_war_economy
	text = SWE_workers_war_economy
	icon = GFX_postive_heroism
	prerequisite = {
		focus = NOR_prepare_the_proletariat_for_war
	} {
		focus = NOR_folkearmeen
	}
	relative_position_id = NOR_prepare_the_proletariat_for_war
	x = 0
	y = 1
	cost = 5
	available = {
		has_war_support = > 0.4
	}
	bypass = {
		OR = {
			has_idea = war_economy tot_economic_mobilisation
		}
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				NOT = {
					has_idea = war_economy
				} {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = war_economy
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_improve_the_hawker_hartbees
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_improve_the_hawker_hartbees
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = SAF_commit_to_the_five_year_plan
	}
	mutually_exclusive = {
		focus = SAF_replace_the_blenheim
	}
	x = -1
	y = 1
	relative_position_id = SAF_commit_to_the_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 0.4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_improve_the_hawker_hartbees
			bonus = 1.0
			uses = 1
			category = light_fighter
		}
	}
}
### Entity: Idea
Component: idea_SIA_german_tank_studies
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_german_tank_studies = {
	picture = generic_acquire_tanks
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	equipment_bonus = {
		light_tank_chassis = {
			instant = yes
			armor_value = 0.05
			ap_attack = 0.05
		}
		medium_tank_chassis = {
			instant = yes
			armor_value = 0.05
			ap_attack = 0.05
		}
		heavy_tank_chassis = {
			instant = yes
			armor_value = 0.05
			ap_attack = 0.05
		}
		super_heavy_tank_chassis = {
			instant = yes
			armor_value = 0.05
			ap_attack = 0.05
		}
		modern_tank_chassis = {
			instant = yes
			armor_value = 0.05
			ap_attack = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: GER_mefo_bills_level_down
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_mefo_bills_level_down = {
	add_to_variable = {
		GER_mefo_bills_political_power_cost = -0.15
		tooltip = GER_mefo_bills_decrease_pp_cost_effect_tt
	}
}
### Entity: Idea
Component: maort
Constructs: has_state_flag, research_bonus
Source: game
File: common/ideas/r56_hungary.txt

Code:
maort = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = HUN
	}
	available = {
		155 = {
			has_state_flag = budafapuszta_oil_exploited
		}
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: KUW_ahmad_al_sabah
Constructs: has_country_leader
Source: game
File: common/characters/KUW.txt

Code:
KUW_ahmad_al_sabah = {
	name = KUW_ahmad_al_sabah
	portraits = {
		civilian = {
			large = GFX_portrait_KUW_ahmad_al_sabah
			small = GFX_portrait_KUW_ahmad_al_sabah_civilian_small
		}
		army = {
			small = GFX_portrait_KUW_ahmad_al_sabah_military_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			KUW_the_military_sheikh
		}
		expire = 1960.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			organizer cavalry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = KUW_ahmad_al_sabah
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_form_marine_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_form_marine_corps
	icon = GFX_goal_generic_marines2
	x = -3
	y = 3
	prerequisite = {
		focus = QUE_form_national_harbour_board
	} {
		focus = QUE_expand_the_port_of_quebec
	}
	relative_position_id = QUE_marine_industries
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = QUE_marine_corps
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_GER_no_docking_rights_for_GER_outside_europe
Constructs: is_on_continent, has_war_together_with, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_no_docking_rights_for_GER_outside_europe = {
	enable = {
		NOT = {
			capital_scope = {
				is_on_continent = europe
			}
			has_war_together_with = GER
			is_in_faction_with = GER
			any_neighbor_country = {
				is_in_faction_with = GER
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = docking_rights
		value = -200
	} {
		type = diplo_action_acceptance
		id = GER
		target = docking_rights
		value = -200
	}
}
### Entity: AI Strategy
Component: breakthrough_armor_SOV
Constructs: has_dlc, has_tech
Source: game
File: common/ai_templates/templates_SOV.txt

Code:
breakthrough_armor_SOV = {
	available_for = {
		SOV
	}
	role = heavy_armor
	front_role_override = offence
	upgrade_prio = {
		base = 10
		modifier = {
			factor = 0.2
			date = > 1939.6.1
		}
	}
	heavy_armor_base_SOV = {
		division_names_group = SOV_GTC_01
		upgrade_prio = {
			base = 2
		}
		reinforce_prio = 2
		custom_icon = 32
		target_template = {
			support = {
				mot_recon = 1
				engineer = 1
				artillery = 1
			}
			regiments = {
				heavy_armor = 2
				motorized = 4
			}
		}
	}
	heavy_armor_early_SOV = {
		division_names_group = SOV_GTC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1939.6.1
			}
		}
		reinforce_prio = 2
		custom_icon = 32
		target_template = {
			support = {
				mot_recon = 1
				engineer = 1
				artillery = 1
			}
			regiments = {
				heavy_armor = 2
				medium_armor = 2
				motorized = 6
			}
		}
	}
	heavy_armor_mid_SOV_no_gtd = {
		division_names_group = SOV_GTC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				date = > 1941.5.1
			} {
				factor = 0
				has_dlc = Gotterdammerung
			}
		}
		reinforce_prio = 2
		custom_icon = 32
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				logistics_company = 1
				maintenance_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				heavy_tank_destroyer_support = 1
			}
			regiments = {
				heavy_armor = 3
				medium_armor = 1
				motorized = 6
			}
		}
	}
	heavy_armor_mid_SOV_gtd = {
		division_names_group = SOV_GTC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				date = > 1941.5.1
			} {
				factor = 0
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
		}
		reinforce_prio = 2
		custom_icon = 32
		target_template = {
			support = {
				armored_engineer = 1
				mot_recon = 1
				logistics_company = 1
				maintenance_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				heavy_tank_destroyer_support = 1
			}
			regiments = {
				heavy_armor = 3
				medium_armor = 1
				motorized = 6
			}
		}
	}
	heavy_armor_mid_late_SOV_no_gtd = {
		division_names_group = SOV_GTC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
				date = > 1943.1.1
			} {
				factor = 0
				has_dlc = Gotterdammerung
			}
		}
		reinforce_prio = 2
		custom_icon = 32
		target_template = {
			support
# ... (truncated)
### Entity: Modifier Reference
Component: RAJ_Jinnahs_Kingdom_compliance
Constructs: compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
RAJ_Jinnahs_Kingdom_compliance = {
	valid_relation_trigger = {
		always = yes
	}
	compliance_gain = 0.1
}
### Entity: State History
Component: 797
Constructs: limit, has_dlc, add_core_of, set_demilitarized_zone
Source: game
File: history/states/797-Istanbul.txt

Code:
state = {
	id = 797
	name = STATE_797
	provinces = {
		9833 11829
	}
	manpower = 1042276
	resources = {

	}
	state_category = city
	history = {
		owner = TUR
		victory_points = {
			9833 25
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			arms_factory = 2
			dockyard = 1
			air_base = 4
			9833 = {
				naval_base = 8
				landmark_hagia_sophia = {
					level = 1
					allowed = {
						has_dlc = Graveyard of Empires
					}
				}
			}
		}
		add_core_of = TUR
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
			}
			set_demilitarized_zone = yes
		}
		1936.11.9 = {
			set_demilitarized_zone = no
		}
	}
	local_supplies = 0.0
}
### Entity: Character
Component: GAB_acgs
Source: game
File: common/characters/GAB.txt

Code:
GAB_acgs = {
	advisor = {
		slot = air_chief
		idea_token = GAB_acgs
		allowed = {
			original_tag = GAB
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Scripted Effect
Component: SWI_mr_low_medium_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_low_medium_increase = {
	custom_effect_tooltip = SWI_decision_add_low_medium_MR
	add_to_variable = {
		var = SWI_military_readiness
		value = SWI_mr_low_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Character
Component: socdem_reformist
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
socdem_reformist = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	democratic_drift = 0.05
}
### Entity: Scripted Trigger
Component: EAI_facility_available_for_new_project
Constructs: limit, has_country_flag, set_temp_variable, any_of, is_in_array, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_facility_available_for_new_project = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_facility_available_for_new_project > THIS=[this.getname] PREV=[prev.getname]
	}
	set_temp_variable = {
		num_queued = 0
	}
	OR = {
		any_of = {
			array = EAI_PC_projects_in_state_of_@PREV
			index = EAI_facility_available_for_new_project_i
			value = EAI_facility_available_for_new_project_v
			set_temp_variable = {
				tmp = PREV.EAI_PC_building_type^EAI_facility_available_for_new_project_v
			}
			if = {
				limit = {
					is_in_array = {
						global.EAI_PC_BUILDING_FACILITY = tmp
					}
				}
				add_to_temp_variable = {
					num_queued = 1
				}
			}
			always = no
		}
		always = yes
	}
	check_variable = {
		num_queued = < 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_secure_finland
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_secure_finland
	icon = GFX_SOV_secure_finland_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_westward_bound
	}
	x = 0
	y = 1
	relative_position_id = SOV_westward_bound
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	will_lead_to_war_with = FIN
	search_filters = {

	}
	available = {
		is_subject = no
	}
	bypass = {
		FIN = {
			OR = {
				exists = no
				has_war_with = SOV
				is_subject_of = SOV
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = FIN
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_avenge_the_battle_of_tell_el_kebir
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, has_army_manpower, has_war_with_major, add_tech_bonus, create_wargoal
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_avenge_the_battle_of_tell_el_kebir
	icon = GFX_focus_attack_britain
	relative_position_id = EGY_pact_of_middle_eastern_solidarity
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		country_exists = ENG
	}
	prerequisite = {
		focus = EGY_join_the_central_powers EGY_pact_of_middle_eastern_solidarity EGY_militarize_the_saadabad_pact
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			NOT = {
				country_exists = ENG
			}
		}
	}
	will_lead_to_war_with = ENG
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			has_army_manpower = {
				size = > 199999
			}
			ENG = {
				has_war_with_major = yes
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_avenge_the_battle_of_tell_el_kebir
			bonus = 1.0
			uses = 1
			category = tp_tech
		} {
			name = EGY_avenge_the_battle_of_tell_el_kebir
			bonus = 1
			uses = 1
			category = amphibious_armor_tech
		}
		create_wargoal = {
			target = ENG
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}