Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: BUL
Component: BUL_army
Source: game
File: history/countries/BUL - Bulgaria.txt

Code:
# OOB & Army Setup for BUL
oob = BUL_1936
### Entity: National Focus
Tree: tib_focus
Component: TIB_alone_against_the_storm
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, add_popularity, set_party_name
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_alone_against_the_storm
	icon = GFX_focus_NOR_the_lone_wolf_norway
	prerequisite = {
		focus = TIB_sway_the_aristocrats
	}
	relative_position_id = TIB_sway_the_aristocrats
	mutually_exclusive = {
		focus = TIB_approach_the_revolutionaries
	}
	x = 3
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = -0.05
		add_ideas = TIB_alone_against_the_storm_idea
		set_party_name = {
			ideology = democratic
			long_name = Tibet Progressive Party
			name = TPP
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_align_with_the_west
Constructs: has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_align_with_the_west
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = POL_camp_of_national_unity POL_dissolve_the_bbwr POL_ozon POL_draw_closer_to_britain
	}
	x = 0
	y = 1
	relative_position_id = POL_camp_of_national_unity
	cost = 5
	mutually_exclusive = {
		focus = POL_polish_revanchism POL_baltic_security
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_organize_the_peasants_strike POL_assemble_the_regency_council POL_nationalist_constitution
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_completed_focus = POL_draw_closer_to_britain
	}
	available = {
		NOT = {
			has_government = fascism
		} {
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_opinion_modifier = {
			target = ENG
			modifier = POL_draw_closer_to_britain
		} {
			target = FRA
			modifier = POL_draw_closer_to_britain
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_draw_closer_to_britain
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_draw_closer_to_britain
			}
		}
	}
}
### Entity: Scripted Effect
Component: JUNO_create_osmar_hellmuth_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
JUNO_create_osmar_hellmuth_operative = {
	create_operative_leader = {
		name = Osmar Hellmuth
		GFX = GFX_portrait_ARG_osmar_hellmuth
		traits = {
			operative_infiltrator operative_natural_orator operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ARG GER
		}
	}
}
### Entity: Character
Component: SIA_phichit_kriangsakphichit
Source: game
File: common/characters/SIA.txt

Code:
SIA_phichit_kriangsakphichit = {
	advisor = {
		slot = high_command
		idea_token = SIA_phichit_kriangsakphichit
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			SIA_artillery_enthusiast
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_phichit_kriangsakphichit
	portraits = {
		army = {
			large = GFX_portrait_SIA_phichit_kriangsakphichit
			small = GFX_portrait_SIA_phichit_kriangsakphichit_small
		}
	}
	corps_commander = {
		traits = {
			career_officer harsh_leader urban_assault_specialist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
		visible = {

		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_punish_the_signatories
Constructs: prerequisite, limit, completion_reward, every_other_country, is_unequal_signatory, is_ally_with, create_wargoal, add_timed_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_punish_the_signatories
	icon = GFX_focus_CHI_punish_the_signatories
	prerequisite = {
		focus = CHI_liberate_the_peoples_of_asia
	}
	x = -1
	y = 1
	relative_position_id = CHI_liberate_the_peoples_of_asia
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_unequal_signatory = yes
				NOT = {
					is_ally_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = topple_government
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = idea_CHI_punish_the_signatories
			days = 365
		}
	}
}
### Entity: Special Project
Component: sp_naval_generic_failure_torpedo_accident
Constructs: fire_only_once, has_project_flag, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_failure_torpedo_accident = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_failure_torpedo_tech_flag
		}
	}
	option = {
		token = sp_naval_generic_failure_torpedo_option
		iteration_output = {
			facility_state_effects = {
				damage_building = {
					tags = facility
					damage = 0.15
				}
			}
			country_effects = {
				FROM = {
					set_project_flag = sp_naval_generic_failure_torpedo_tech_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_rally_the_workers_of_reykjavik
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_popularity, add_to_variable
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_rally_the_workers_of_reykjavik
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = ICE_expand_the_industrial_base
	}
	x = 0
	y = 1
	relative_position_id = ICE_expand_the_industrial_base
	cost = 10
	available = {
		OR = {
			communism = > 0.1
			fascism = > 0.1
		}
		NOT = {
			has_completed_focus = ICE_break_with_the_crown
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		} {
			ideology = democratic
			popularity = -0.1
		}
		if = {
			limit = {
				has_completed_focus = ICE_break_with_the_crown
			}
			custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
			add_to_variable = {
				ICE_economy_industrial_capacity_dockyard = 0.05
				tooltip = industrial_capacity_dockyard_tt
			} {
				ICE_economy_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
		else = {
			custom_effect_tooltip = ICE_completion_break_with_the_crown_tt ICE_the_icelandic_economy_modifier_tt
			effect_tooltip = {
				add_to_variable = {
					ICE_economy_industrial_capacity_dockyard = 0.05
					tooltip = industrial_capacity_dockyard_tt
				} {
					ICE_economy_industrial_capacity_factory = 0.05
					tooltip = industrial_capacity_factory_tt
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CAN_canadian_car_foundry_organization
Source: game
File: common/military_industrial_organization/organizations/CAN_organization.txt

Code:
CAN_canadian_car_foundry_organization = {
	name = CAN_canadian_car_foundry_organization
	include = generic_light_aircraft_organization
	icon = GFX_idea_canadian_car_foundry
	allowed = {
		original_TAG = CAN
	}
}
### Entity: AI Strategy
Component: LIT_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/LIT_historical_strategy_plan.txt

Code:
LIT_historical = {
	name = Lithuanian historical plan
	desc = 
	allowed = {
		original_tag = LIT
	}
	enable = {
		has_dlc = No Step Back
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = LIT_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = LIT_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = LIT_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		LIT_secure_a_loyal_cabinet LIT_rastikis_military_reforms LIT_exile_voldemares LIT_root_out_the_iron_wolf BALTIC_rejoin_the_railways BALTIC_renew_allied_trade LIT_lithuanian_preservationism LIT_purge_popular_resistance LIT_patriotic_education LIT_a_martial_prime_minister LIT_the_nationalist_council LIT_the_nation_and_its_power LIT_state_media LIT_presidential_reform LIT_soviet_mutual_assistance LIT_arrest_nazis_in_memel LIT_anti_communist_militia LIT_victory_in_trust LIT_a_corporatist_economy LIT_expand_military_budget LIT_lithuanian_activist_front BALTIC_attract_workers_to_capital BALTIC_modernize_industry BALTIC_school_of_aviation BALTIC_original_designs BALTIC_natural_resources LIT_reminder_of_true_enemy LIT_indivisible_power_of_the_state LIT_appease_soviets BALTIC_ford_motors BALTIC_british_aircraft BALTIC_allied_shipments LIT_offer_military_basing LIT_prepare_forest_brothers BALTIC_rebuild_forts LIT_occupation
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		LIT_formalize_baltic_entente = 0
		LIT_beyond_the_baltic = 0.01
		LIT_enforce_military_rule = 0
	}
}
### Entity: Idea
Component: QUE_economic_nationalism_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_economic_nationalism_idea = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = swiss_banking
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Character
Component: heavy_tank_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_offense_2 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			hard_attack = 0.15
			armor_value = 0.15
		}
		heavy_tank_artillery_chassis = {
			hard_attack = 0.15
			armor_value = 0.15
		}
		heavy_tank_destroyer_chassis = {
			hard_attack = 0.15
			armor_value = 0.15
		}
		heavy_tank_aa_chassis = {
			hard_attack = 0.15
			armor_value = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_doctrine_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = SLO_army_effort
	}
	relative_position_id = SLO_army_effort
	x = 7
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.75
			uses = 3
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_mefo_bills_1
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_mefo_bills_1 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		production_speed_steel_mill_factor = 0.15
		production_speed_aluminum_mill_factor = 0.15
		production_speed_rubber_refinery_factor = 0.15
		political_power_cost = 0.2
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_prepare_for_war
Constructs: every_owned_state, prerequisite, limit, has_country_flag, completion_reward, is_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_prepare_for_war
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = NOR_squash_dissent
	} {
		focus = NOR_denounce_the_german_reich
	}
	x = 1
	y = 1
	relative_position_id = NOR_squash_dissent
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				air_base = > 0 < 8
			}
			random_select_amount = 4
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
		add_manpower = 10000
		if = {
			limit = {
				has_country_flag = NOR_going_dem_allied
			}
			unlock_decision_tooltip = {
				decision = NOR_alt_dem_military_industry_expansion
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	}
}
### Entity: Character
Component: ansaldo_navy_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
ansaldo_navy_manufacturer = {
	random = no
	equipment_bonus = {
		capital_ship = {
			build_cost_ic = -0.15
			armor_value = -0.2
			hg_attack = -0.2
			naval_range = -0.5
		}
		screen_ship = {
			build_cost_ic = -0.1
			naval_range = -0.5
		}
		submarine = {
			build_cost_ic = -0.1
			naval_range = -0.5
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: SDL
Component: SDL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SDL - Sudetenland.txt

Code:
# Politics & Parties for SDL
set_politics = {
	ruling_party = fascism
	last_election = 1935.4.7
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 31
	fascism = 65
	communism = 3
	neutrality = 1
}
### Entity: Order of Battle
Component: 2 Jiaodao Dui
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 2 Jiaodao Dui
	location = 11850
	division_template = Huncheng Shih
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_secure_army_support
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, has_civil_war, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_secure_army_support
	icon = GFX_focus_AFG_contact_amanullah_loyalists
	prerequisite = {
		focus = AFG_contact_amanullah_loyalists
	}
	x = 0
	y = 1
	relative_position_id = AFG_contact_amanullah_loyalists
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		NOT = {
			has_country_flag = AFG_fascist_cw_is_over
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = AFG_secure_army_support_tt generic_skip_one_line_tt AFG_modifiy_amanullah_insurrection_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			AFG_amanullah_modifier_fascism_drift = 0.05
			tooltip = fascism_drift_tt
		} {
			AFG_amanullah_modifier_core_defense_factor = 0.1
			tooltip = army_core_defence_factor_tt
		} {
			AFG_amanullah_modifier_core_attack_factor = 0.05
			tooltip = army_core_attack_factor_tt
		}
		add_political_power = 100
	}
}
### Entity: Character
Component: ITA_carlo_geloso
Source: game
File: common/characters/ITA.txt

Code:
ITA_carlo_geloso = {
	name = ITA_carlo_geloso
	portraits = {
		army = {
			small = GFX_portrait_ITA_carlo_geloso_small
			large = GFX_portrait_ITA_carlo_geloso
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_engineer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Scripted Effect
Component: ROM_civil_war_dynamic_modifiers_rcw
Constructs: add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_civil_war_dynamic_modifiers_rcw = {
	add_dynamic_modifier = {
		modifier = ROM_romanian_armed_forces_modifier
	} {
		modifier = ROM_romanian_air_force_modifier
	} {
		modifier = ROM_romanian_naval_forces_modifier
	}
	set_variable = {
		RCW.ROM_romanian_armed_forces_artillery_attack_factor = ROM.ROM_romanian_armed_forces_artillery_attack_factor
	} {
		RCW.ROM_romanian_armed_forces_artillery_defence_factor = ROM.ROM_romanian_armed_forces_artillery_defence_factor
	} {
		RCW.ROM_romanian_armed_forces_armor_attack_factor = ROM.ROM_romanian_armed_forces_armor_attack_factor
	} {
		RCW.ROM_romanian_armed_forces_armor_defence_factor = ROM.ROM_romanian_armed_forces_armor_defence_factor
	} {
		RCW.ROM_romanian_armed_forces_infantry_attack_factor = ROM.ROM_romanian_armed_forces_infantry_attack_factor
	} {
		RCW.ROM_romanian_armed_forces_infantry_defence_factor = ROM.ROM_romanian_armed_forces_infantry_defence_factor
	} {
		RCW.ROM_romanian_armed_forces_stability_factor = ROM.ROM_romanian_armed_forces_stability_factor
	} {
		RCW.ROM_romanian_armed_forces_mobilization_laws_cost_factor = ROM.ROM_romanian_armed_forces_mobilization_laws_cost_factor
	} {
		RCW.ROM_romanian_armed_forces_army_org_factor = ROM.ROM_romanian_armed_forces_army_org_factor
	} {
		RCW.ROM_romanian_armed_forces_experience_gain_army_factor = ROM.ROM_romanian_armed_forces_experience_gain_army_factor
	} {
		RCW.ROM_romanian_armed_forces_training_time_army_factor = ROM.ROM_romanian_armed_forces_training_time_army_factor
	} {
		RCW.ROM_romanian_armed_forces_army_core_defence_factor = ROM.ROM_romanian_armed_forces_army_core_defence_factor
	} {
		RCW.ROM_romanian_armed_forces_army_core_attack_factor = ROM.ROM_romanian_armed_forces_army_core_attack_factor
	} {
		RCW.ROM_romanian_armed_forces_experience_gain_artillery_combat_factor = ROM.ROM_romanian_armed_forces_experience_gain_artillery_combat_factor
	} {
		RCW.ROM_romanian_armed_forces_experience_gain_light_sp_artillery_brigade_combat_factor = ROM.ROM_romanian_armed_forces_experience_gain_light_sp_artillery_brigade_combat_factor
	} {
		RCW.ROM_romanian_armed_forces_army_armor_speed_factor = ROM.ROM_romanian_armed_forces_army_armor_speed_factor
	} {
		RCW.ROM_romanian_armed_forces_army_speed_factor = ROM.ROM_romanian_armed_forces_army_speed_factor
	} {
		RCW.ROM_romanian_armed_forces_static_anti_air_damage_factor = ROM.ROM_romanian_armed_forces_static_anti
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_amu_darya_plan
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_the_amu_darya_plan
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = AFG_the_echoes_of_panipat
	}
	x = 0
	y = 1
	relative_position_id = AFG_the_echoes_of_panipat
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt AFG_alliance_with_turkik_peoples_tt
	}
}
### Entity: AI Strategy
Component: ETH_aggressive_northern_front_initially
Constructs: has_war_with, is_controlled_by
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_aggressive_northern_front_initially = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		has_war_with = ITA
		OR = {
			842 = {
				is_controlled_by = ETH
			}
			841 = {
				is_controlled_by = ETH
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		strategic_region = 17
		ratio = 0.2
		priority = 100
		ordertype = front
		execution_type = rush
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_salzburg_military_hub
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_salzburg_military_hub
	icon = GFX_goal_generic_barrack_industry
	relative_position_id = AUS_military_industrial_funding
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_military_industrial_funding
	} {
		focus = AUS_fund_coal_industries
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				152
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Character
Component: TIB_lungshar
Source: game
File: common/characters/TIB.txt

Code:
TIB_lungshar = {
	name = TIB_lungshar
	portraits = {
		civilian = {
			large = GFX_portrait_Penor_Tashi
		}
	}
}
### Entity: State History
Component: 540
Constructs: add_core_of
Source: game
File: history/states/540-Angola.txt

Code:
state = {
	id = 540
	name = STATE_540
	manpower = 1600000
	state_category = rural
	history = {
		owner = POR
		add_core_of = ANG
		buildings = {
			infrastructure = 1
			8248 = {
				naval_base = 1
			}
		}
		victory_points = {
			8248 1
		}
	}
	provinces = {
		5158 7548 8219 8248 12981 13371 13373
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: has_government, has_war_with
Source: game
File: common/technology_sharing/10_toa_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = BRA_USA_tech_sharing_group
	name = BRA_USA_tech_sharing_group_name
	desc = BRA_USA_tech_sharing_group_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.15
	available = {
		has_government = democratic
		NOT = {
			has_war_with = USA
		}
	}
}
### Entity: Scripted Trigger
Component: is_owned_or_subject_trigger
Constructs: is_owned_or_subject_trigger, is_subject_of
Source: game
File: common/scripted_triggers/FRA_scripted_triggers.txt

Code:
is_owned_or_subject_trigger = {
	CONTROLLER = {
		OR = {
			tag = ROOT
			is_subject_of = ROOT
		}
	}
}