Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_mauritz_von_wiktorin
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_mauritz_von_wiktorin = {
	name = AUS_mauritz_von_wiktorin
	portraits = {
		army = {
			large = GFX_portrait_AUS_mauritz_von_wiktorin
			small = GFX_portrait_AUS_mauritz_von_wiktorin_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				AND = {
					has_government = fascism
					NOT = {
						has_completed_focus = AUS_clamp_down_on_dnsap AUS_rebuild_democratic_systems AUS_ban_dnsap
					}
				}
				has_completed_focus = AUS_bring_generals_out_of_retirement
			}
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Modifier Reference
Construct: naval_night_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_night_attack

* Number with 1 decimal places
* **Categories**: naval, aggressive
### Entity: National Focus
Tree: por_focus
Component: POR_revert_the_local_autonomy_policies
Constructs: prerequisite, completion_reward, has_full_control_of_state, unlock_decision_tooltip
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_revert_the_local_autonomy_policies
	available = {
		has_full_control_of_state = 721
	}
	mutually_exclusive = {
		focus = POR_invest_in_sandalwood_and_coffee_production
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_restart_investment_into_timor
	}
	icon = GFX_focus_renounce_the_treaty_of_trianon
	x = -1
	y = 1
	relative_position_id = POR_restart_investment_into_timor
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = POR_timor_overseas_territory
	}
}
### Entity: Character
Component: DNZ_edmund_beyl
Source: game
File: common/characters/DNZ.txt

Code:
DNZ_edmund_beyl = {
	name = DNZ_edmund_beyl
	portraits = {
		civilian = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DNZ_edmund_beyl
		allowed = {
			original_tag = DNZ
		}
		traits = {
			backroom_backstabber
		}
	}
}
### Entity: Decision
Component: GER_mefo_bills_category
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_mefo_bills_category = {
	icon = ger_mefo_bills
	picture = GFX_decision_cat_generic_mefo_bills
	allowed = {
		original_tag = GER
	}
	priority = 12
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_assasination_of_sidqi
Constructs: prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, has_country_leader, has_idea
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_assasination_of_sidqi
	icon = GFX_focus_IRQ_assasination_of_sidqi
	prerequisite = {
		focus = IRQ_raf_levies_focus IRQ_increase_italian_business_relations
	}
	mutually_exclusive = {
		focus = IRQ_attempted_assasination_of_sidqi
	}
	x = 0
	y = 1
	relative_position_id = IRQ_raf_levies_focus
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = IRQ_hikmat_suleiman
			}
			NOT = {
				has_idea = IRQ_ghazi_i
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = IRQ_nuri_as_said
					} {
						ruling_only = yes
						character = IRQ_abd_al_ilah
					}
				}
			}
			IRQ_nuri_as_said = {
				add_country_leader_role = {
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							IRQ_british_lackey
						}
					}
					promote_leader = yes
				}
			}
		} {
			limit = {
				has_idea = IRQ_bakr_sidqi_pm
			}
			remove_ideas = IRQ_bakr_sidqi_pm
		}
		retire_character = IRQ_bakr_sidqi
		custom_effect_tooltip = generic_skip_one_line_tt
		add_war_support = 0.05
		add_stability = 0.1
	}
}
### Entity: Character
Component: SMI_navy_commerce_raiding
Source: game
File: common/characters/SMI.txt

Code:
SMI_navy_commerce_raiding = {
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_navy_1_small
			large = GFX_portrait_generic_sami_navy_admiral_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SMI_navy_commerce_raiding
		allowed = {
			original_tag = SMI
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Shared Focus
Component: GUAY_protect_domestic_industries
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_protect_domestic_industries
	icon = GFX_goal_generic_construction
	x = -1
	y = 1
	relative_position_id = GUAY_the_tag_economic_miracle
	available_if_capitulated = no
	prerequisite = {
		focus = GUAY_the_tag_economic_miracle
	}
	available = {

	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = GUAY_agricultural_colonization
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_completed_focus = GUAY_beef_and_hide_industry
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_completed_focus = GUAY_wool_makers
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_completed_focus = GUAY_cash_crop_exports
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			custom_effect_tooltip = GUAY_protect_domestic_industries_agricultural
		} {
			custom_effect_tooltip = GUAY_protect_domestic_industries_beef
		} {
			custom_effect_tooltip = GUAY_protect_domestic_industries_wool_makers
		} {
			custom_effect_tooltip = GUAY_protect_domestic_industries_cash_crop
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP5
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP5 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^5 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP5
		value = 200
	}
}
### Entity: Character
Component: liberal_grandee
Source: game
File: common/country_leader/r56_traits.txt

Code:
liberal_grandee = {
	random = no
	trade_laws_cost_factor = -0.15
	economy_cost_factor = -0.15
}
### Entity: Game Rule
Component: HOL_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
HOL_ai_behavior = {
	name = HOL_AI_BEHAVIOR
	required_dlc = Man the Guns
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_HOL_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE_1
		text = RULE_OPTION_DEMOCRATIC_CONTINUE_THE_WAR_IN_BATAVIA
		desc = RULE_DEMOCRATIC_CONTINUE_THE_WAR_IN_BATAVIA_HOL_AI_DESC
	} {
		name = DEMOCRATIC_ALTERNATE_2
		text = RULE_OPTION_DEMOCRATIC_CONTINUE_THE_ZUIDERZEE_WORKS
		desc = RULE_DEMOCRATIC_CONTINUE_THE_ZUIDERZEE_WORKS_HOL_AI_DESC
	} {
		name = DEMOCRATIC_ALTERNATE_3
		text = RULE_OPTION_DEMOCRATIC_LEAD_THE_MINOR_DEMOCRACIES
		desc = RULE_DEMOCRATIC_LEAD_THE_MINOR_DEMOCRACIES_HOL_AI_DESC
	} {
		name = COMMUNIST
		text = RULE_OPTION_LEGACY_OF_THE_DE_ZEVEN_PROVINCIEN_MUTINY
		desc = RULE_OPTION_LEGACY_OF_THE_DE_ZEVEN_PROVINCIEN_MUTINY_HOL_AI_DESC
	} {
		name = NEUTRALITY
		text = RULE_OPTION_ORANJE_BOVEN
		desc = RULE_OPTION_ORANJE_BOVEN_HOL_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_CAVE_TO_THE_GERMANS
		desc = RULE_CAVE_TO_THE_GERMANS_HOL_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Character
Component: royal_aide_de_camp
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
royal_aide_de_camp = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	army_core_defence_factor = 0.05
}
### Entity: Trigger Reference
Construct: num_of_career_profile_points
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_career_profile_points

* Supported Scopes: any
* Supported Targets: any

```
check amount of gained career points
```
### Entity: Character
Component: CHI_yu_hanmou
Source: game
File: common/characters/CHI.txt

Code:
CHI_yu_hanmou = {
	name = CHI_yu_hanmou
	portraits = {
		army = {
			small = GFX_idea_CHI_yu_hanmou
		}
	}
	advisor = {
		slot = high_command
		idea_token = CHI_yu_hanmou
		ledger = army
		allowed = {
			original_tag = CHI
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 1.5
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_a_truly_radical_party
Constructs: prerequisite, add_ideas, completion_reward, add_timed_idea, add_days_mission_timeout
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_a_truly_radical_party
	icon = GFX_focus_generic_soviet_politics
	relative_position_id = CHL_consolidate_the_government
	x = 7
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10.1
	}
	available = {
		communism = > 0.2
	}
	prerequisite = {
		focus = CHL_trade_deals
	}
	mutually_exclusive = {
		focus = CHL_liberalism_over_socialism
	}
	completion_reward = {
		add_ideas = r56_CHL_a_truly_radical_party
		add_timed_idea = {
			idea = CHL_revolution
			days = 900
		}
		add_days_mission_timeout = {
			mission = r56_CHL_nationist_uprising_1
			days = -365
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_rely_on_soviet_tactics
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_rely_on_soviet_tactics
	icon = GFX_goal_mass_assault
	prerequisite = {
		focus = MON_favour_young_officers MON_support_old_officers_corps
	}
	x = 1
	y = 1
	relative_position_id = MON_support_old_officers_corps
	cost = 10
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = MON_revive_forgotten_doctrines MON_the_grand_stratagem MON_adopt_tsogs_methods MON_experimental_mobility
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_mass_assault
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: NAV_ai2
Source: game
File: common/ideas/navarra.txt

Code:
NAV_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = NAV
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_690
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_690 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 690
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 690
	}
}
### Entity: Event
Component: mongol.37
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, fire_only_once, add_political_power, has_game_rule
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.37
	title = mongol.37.t
	desc = mongol.37.d
	picture = GFX_report_event_MON_eldev_ochir_choibalsan
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mongol.37.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				OR = {
					has_country_flag = MON_AI_RANDOM_MON_COMMUNISM_LEFTIST_TAKEOVER
					has_game_rule = {
						rule = MON_ai_behavior
						option = MON_COMMUNISM_LEFTIST_TAKEOVER
					}
				}
			}
		}
		trigger = {
			has_country_flag = MON_kill_genden_for_future_leftist_takeover
		}
		if = {
			limit = {
				has_idea = MON_khorloogiin_choibalsan
			}
			remove_ideas = MON_khorloogiin_choibalsan
		}
	} {
		name = mongol.37.b
		ai_chance = {
			base = 1
		}
		add_political_power = -25
	}
}
### Entity: Event
Component: news.133
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.133
	title = news.132.t
	desc = news.133.d
	picture = GFX_news_event_french_parade
	major = yes
	trigger = {
		2 = {
			is_controlled_by = FRA
		} {
			is_owned_by = ITA
		}
		FRA = {
			has_war_with = ITA
		}
		NOT = {
			has_global_flag = fall_of_rome_fra
		}
	}
	immediate = {
		set_global_flag = fall_of_rome_fra
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = FRA ITA
			}
		}
	} {
		name = news.130.b
		trigger = {
			TAG = FRA
		}
	} {
		name = news.100.c
		trigger = {
			TAG = ITA
		}
	}
}
### Entity: Scripted Effect
Component: add_random_stat_to_general
Constructs: add_random_stat_to_general, add_random_stat_to_general_tt, random_list, add_attack, add_defense, add_planning, add_logistics
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
add_random_stat_to_general = {
	custom_effect_tooltip = add_random_stat_to_general_tt
	hidden_effect = {
		random_list = {
			log = yes
			seed = random
			1 = {
				add_attack = 1
			} {
				add_defense = 1
			} {
				add_planning = 1
			} {
				add_logistics = 1
			}
		}
	}
}
### Entity: Decision
Component: AST_big_business_pact_cat
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, complete_effect, set_country_flag, remove_effect, clr_country_flag
Source: game
File: common/decisions/AST.txt

Code:
AST_big_business_pact_cat = {
	AST_naval_expansion = {
		icon = GFX_decision_generic_naval
		visible = {
			has_completed_focus = AST_resist_western_intruders
		}
		cost = 50
		available = {
			NOT = {
				has_country_flag = AST_big_business_request_ongoing_flag
			}
		}
		fire_only_once = yes
		days_remove = 180
		modifier = {
			industrial_capacity_dockyard = 0.5
		}
		complete_effect = {
			set_country_flag = AST_big_business_request_ongoing_flag
		}
		remove_effect = {
			clr_country_flag = AST_big_business_request_ongoing_flag
		}
		ai_will_do = {
			factor = 5
		}
	}
	AST_factory_conversions = {
		icon = GFX_decision_ger_military_buildup
		visible = {
			has_completed_focus = AST_big_business_pact
		}
		cost = 50
		available = {
			NOT = {
				has_country_flag = AST_big_business_request_ongoing_flag
			}
		}
		fire_only_once = no
		days_remove = 180
		modifier = {
			conversion_cost_civ_to_mil_factor = -0.3
		}
		complete_effect = {
			set_country_flag = AST_big_business_request_ongoing_flag
		}
		remove_effect = {
			clr_country_flag = AST_big_business_request_ongoing_flag
		}
		ai_will_do = {
			factor = 4
		}
	}
	AST_land_development = {
		icon = GFX_decision_generic_construction
		visible = {
			has_completed_focus = AST_big_business_pact
		}
		cost = 50
		available = {
			NOT = {
				has_country_flag = AST_big_business_request_ongoing_flag
			}
		}
		fire_only_once = no
		days_remove = 180
		modifier = {
			production_speed_infrastructure_factor = 0.3
		}
		complete_effect = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
			}
			set_country_flag = AST_big_business_request_ongoing_flag
		}
		remove_effect = {
			clr_country_flag = AST_big_business_request_ongoing_flag
		}
		ai_will_do = {
			factor = 4
		}
	}
	AST_electrical_grid_expansions = {
		icon = GFX_decision_generic_electricity
		visible = {
			has_completed_focus = AST_big_business_pact
		}
		cost = 50
		available = {
			NOT = {
				has_country_flag = AST_big_business_request_ongoing_flag
			}
		}
		fire_only_once = no
		days_remove = 180
		modifier = {
			production_speed_rail_way_factor = 0.3
			production_speed_energy_infrastructure_factor = 0.3
			production_speed_industrial_infrastructure_fa
# ... (truncated)
### Entity: Idea
Component: EAI_DD_2/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Component: ah_nuclear_effort
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus, nuclear_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_nuclear_effort
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = ah_infrastructure_effort_2
	}
	x = -2
	y = 1
	relative_position_id = ah_infrastructure_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.75
		}
		add_tech_bonus = {
			name = nuclear_bonus
			ahead_reduction = 1
			category = nuclear
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Idea
Component: ETH_stalingrad_tractor_factory
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_stalingrad_tractor_factory = {
	picture = stalingrad_tractor_factory
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_soviet-ethiopian_trade_agreement
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Character
Component: ARG_vincente_gallo
Constructs: has_completed_focus
Source: game
File: common/characters/ARG.txt

Code:
ARG_vincente_gallo = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_vincente_gallo
		allowed = {
			original_tag = ARG
		}
		available = {
			has_completed_focus = ARG_technical_schools
		}
		traits = {
			ARG_university_rector
		}
	}
	name = Vicente C. Gallo
	portraits = {
		army = {
			small = GFX_portrait_ARG_vicente_gallo_small
		}
	}
}
### Entity: Event
Component: CZE.204
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.204
	title = CZE.204.t
	desc = CZE.204.d
	picture = GFX_czke_fortification_report
	is_triggered_only = yes
	option = {
		name = CZE.204.a
		ai_chance = {
			factor = 1
		}
		add_timed_idea = {
			idea = CZE_rop_idea
			days = 365
		}
		custom_effect_tooltip = CZE_phase_three_tooltip
		hidden_effect = {
			69 = {
				add_building_construction = {
					type = bunker
					province = 11414
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 11401
					level = 3
					instant_build = yes
				}
			}
			74 = {
				add_building_construction = {
					type = bunker
					province = 6485
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 3414
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 3583
					level = 3
					instant_build = yes
				}
			}
			70 = {
				add_building_construction = {
					type = bunker
					province = 9692
					level = 3
					instant_build = yes
				}
			}
			country_event = {
				id = CZE.206
				days = 365
			}
		}
	} {
		name = CZE.204.c
		ai_chance = {
			factor = 0
		}
		custom_effect_tooltip = CZE_phase_two_stop_tooltip
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_submarine_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = VNZ_flexible_navy VNZ_large_navy
	}
	relative_position_id = VNZ_flexible_navy
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BBA_ALB_fascist_lawyer
Constructs: political_power_gain, puppet_cost_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
BBA_ALB_fascist_lawyer = {
	random = no
	political_power_gain = 0.25
	consumer_goods_factor = -0.1
	puppet_cost_factor = -0.4
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SPR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SPR
		}
		requested_factories = 2
		progress = 0.42
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.24
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.24
		efficiency = 100
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_kohta_jarve_oil_sources
Constructs: shared_focus, prerequisite, completion_reward, add_resource, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_kohta_jarve_oil_sources
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = EST_more_civilian_factories
	}
	available = {
		controls_state = 813
	}
	x = 0
	y = 3
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = oil
			amount = 2
			state = 813
		}
		add_tech_bonus = {
			name = GER_synth_oil_research
			bonus = 0.5
			uses = 2
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_guerilla_experience
Constructs: prerequisite, has_government, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_guerilla_experience
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = KOR_peoples_committee_of_korea
	}
	relative_position_id = KOR_peoples_committee_of_korea
	mutually_exclusive = {
		focus = KOR_conventional_warfare
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		OR = {
			has_doctrine = mass_assault r56_guerilla_warfare
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_supremacy_of_defense
			bonus = 1
			uses = 2
			category = cat_mass_assault cat_r56_guerilla_warfare
		}
		army_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}