Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: BUL_nsm_high_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_high_popularity_increase_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_high_popularity_increase_tt
	add_to_variable = {
		BUL_nsm_popularity = BUL_faction_high_increase
	}
	clamp_variable = {
		var = BUL_nsm_popularity
		min = 0
		max = 100
	}
}
### Entity: Country History
Country: TAN
Component: TAN_technology
Constructs: set_technology
Source: game
File: history/countries/TAN - Tannu Tuva.txt

Code:
# Starting Technologies for TAN
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: AAT_finland_diplomacy.18
Constructs: is_triggered_only, limit, every_state, is_in_array, add_compliance
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.18
	title = AAT_finland_diplomacy.18.t
	desc = AAT_finland_diplomacy.18.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.18.a
		effect_tooltip = {
			every_state = {
				limit = {
					is_in_array = {
						array = FROM.FIN_states_requested_by_finland_array
						value = THIS
					}
				}
				display_individual_scopes = yes
				ROOT = {
					transfer_state = PREV
				}
			}
		}
		hidden_effect = {
			for_each_scope_loop = {
				array = FROM.FIN_states_to_come_back_to_overlord_array
				FROM = {
					transfer_state = PREV
				}
			} {
				array = FROM.FIN_states_requested_by_finland_array
				ROOT = {
					transfer_state = PREV
				}
				add_compliance = 30
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.26
Constructs: is_triggered_only, division_template, add_stability, fire_only_once, create_unit
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.26
	title = mtg_usa_civil_war_democrats.26.t
	desc = mtg_usa_civil_war_democrats.26.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mtg_usa_civil_war_democrats.26.a
		add_stability = 0.05
		hidden_effect = {
			ROOT = {
				387 = {
					create_unit = {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_rally_rural_ireland
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_rally_rural_ireland
	icon = GFX_goal_generic_wheat
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = IRE_fine_gael
	}
	relative_position_id = IRE_fine_gael
	completion_reward = {
		add_war_support = 0.15
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		remove_ideas = IRE_ira
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: NOR_otto_ruge
Source: game
File: common/characters/NOR.txt

Code:
NOR_otto_ruge = {
	name = NOR_otto_ruge
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	advisor = {
		slot = army_chief
		idea_token = NOR_otto_ruge
		allowed = {
			original_tag = NOR
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	portraits = {
		army = {
			large = GFX_portrait_NOR_otto_ruge
			small = GFX_portrait_NOR_otto_ruge_small
		}
	}
}
### Entity: Idea
Component: MNT_nccr
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: lar_news.25
Constructs: is_triggered_only
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.25
	title = lar_news.25.t
	desc = lar_news.25.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.25.a
		trigger = {
			tag = POR
		}
	} {
		name = lar_news.25.b
		trigger = {
			NOT = {
				tag = POR
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_army_manpower
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_army_manpower

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks for amount of manpower of selected type, additionally of a specified type
```
### Entity: Idea
Component: landsverk
Constructs: research_bonus
Source: game
File: common/ideas/sweden.txt

Code:
landsverk = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Modding Documentation
Construct: global_resource_extracted_total
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### global_resource_extracted_total
* description: total amount of resources extracted by the world
### Entity: Character
Component: BRM_acas
Source: game
File: common/characters/BRM.txt

Code:
BRM_acas = {
	advisor = {
		slot = high_command
		cost = 100
		idea_token = BRM_acas
		ledger = air
		allowed = {
			original_tag = BRM
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_military_factories
Constructs: every_owned_state, prerequisite, limit, completion_reward, complete_tooltip, is_controlled_by, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_military_factories
	icon = GFX_goal_generic_construct_mil_factory
	available = {

	}
	prerequisite = {
		focus = FRA_industrial_expansion FRA_colonial_industry
	}
	x = 2
	y = 1
	relative_position_id = FRA_industrial_expansion
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	complete_tooltip = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_state_flag = FRA_industrial_expansion_target FRA_colonial_industry_target
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FRA_military_factories_effect_tt
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_state_flag = FRA_industrial_expansion_target FRA_colonial_industry_target
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.13
Constructs: is_triggered_only, limit, random_owned_state, is_core_of, is_csa_state, has_state_flag, set_state_flag, save_event_target_as
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.13
	title = mtg_usa_civil_war_fascists.13.t
	desc = mtg_usa_civil_war_fascists.13.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_owned_state = {
				limit = {
					is_core_of = ROOT
					is_csa_state = yes
					not = {
						has_state_flag = ng_mobilized
					}
				}
				set_state_flag = ng_mobilized
				save_event_target_as = usa_ng_mobilized
			}
		}
	}
	option = {
		name = mtg_usa_civil_war_fascists.13.a
		event_target:usa_ng_mobilized = {
			custom_effect_tooltip = citizen_militia_tt
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_fascists.3
				days = 15
				random_days = 5
			}
		}
	}
}
### Entity: Idea
Component: WAF_eqrem_libohova
Source: game
File: common/ideas/catism.txt

Code:
WAF_eqrem_libohova = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AMedium_tank_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Medium_tank_anti-air.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: National Focus
Tree: efr_focus
Component: EFR_destroyer_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_destroyer_effort
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = EFR_pride_of_the_nation
	}
	relative_position_id = EFR_pride_of_the_nation
	x = -1
	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 = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: JAP_iwane_matsui
Source: game
File: common/characters/JAP.txt

Code:
JAP_iwane_matsui = {
	name = JAP_iwane_matsui
	portraits = {
		army = {
			large = GFX_portrait_JAP_iwane_matsui
			small = GFX_portrait_JAP_iwane_matsui_small
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_reckless
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Country History
Country: MIS
Component: MIS_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/MIS - Miskito.txt

Code:
# Misc for MIS
capital = 317
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = MIS_miskito_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_support_light_industry
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_support_light_industry
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = CEL_support_steel_sector
	prerequisite = {
		focus = CEL_support_steel_sector
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: leftist_intellectual
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
leftist_intellectual = {
	random = no
	sprite = 13
	communism_drift = 0.05
	communism_acceptance = 25
	research_speed_factor = 0.05
}
### Entity: Technology
Component: special_forces_paratroopers
Constructs: limit, has_dlc, is_ai, has_tech, force_use_small_tech_layout, remove_potential_special_forces_tree, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	doctrine_name = PARATROOPERS_DOCTRINE
	allow = {
		has_dlc = Arms Against Tyranny
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		}
	} {
		AND = {
			has_tech = paratroopers
			can_unlock_new_special_forces_tree = yes
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	paratroopers_special_forces_contribution_factor = -0.1
	transport_plane = {
		air_defence = 0.2
	}
	category_special_forces = {
		max_organisation = 5
		soft_attack = 0.05
	}
	on_research_complete = {
		remove_potential_special_forces_tree = yes
	}
	path = {
		leads_to_tech = paras_dispersed_drop
		research_cost_coeff = 1
	} {
		leads_to_tech = paras_combat_drop
		research_cost_coeff = 1
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 0
		}
	}
	ai_will_do = {
		factor = 0
	}
	ai_research_weights = {

	}
}
### Entity: Event
Component: liechtenstein.23
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.23
	picture = GFX_report_event_LIE_liechtenstein_germany_relations
	title = liechtenstein.23.t
	desc = liechtenstein.23.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.23.a
		effect_tooltip = {
			diplomatic_relation = {
				country = GER
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: Character
Component: FRA_maxime_weygand
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_maxime_weygand = {
	name = FRA_maxime_weygand
	portraits = {
		army = {
			small = GFX_idea_maxime_weygand
		} {
			large = GFX_portrait_FRA_maxime_weygand
		}
	}
	advisor = {
		slot = army_chief
		idea_token = maxime_weygand
		allowed = {
			original_tag = FRA
		}
		available = {
			OR = {
				has_completed_focus = FRA_defensive_focus
				has_country_flag = vichy_france
			}
		}
		cost = 100.0 100
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 7
		}
	} {
		cost = 100
		slot = theorist
		idea_token = maxime_weygand
		ledger = army
		allowed = {
			original_tag = FRA
		}
		available = {
			OR = {
				has_completed_focus = FRA_defensive_focus
				has_country_flag = vichy_france
			}
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			base = 0.5
		}
	}
	field_marshal = {
		traits = {
			old_guard inflexible_strategist career_officer defensive_doctrine
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_graziers_to_industry
Constructs: prerequisite, completion_reward, has_idea, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_graziers_to_industry
	icon = GFX_focus_PRC_bolshevik_urbanization
	prerequisite = {
		focus = AST_abolition_of_private_property
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_abolition_of_private_property
	x = 4
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_production_factory_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			AST_forging_australias_future_spirit_production_factory_start_efficiency_factor = 0.1
			tooltip = production_factory_start_efficiency_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_expand_airbases
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_expand_airbases
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = PHI_army_air_corps
	}
	relative_position_id = PHI_army_air_corps
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			prioritize = {
				1027
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			prioritize = {
				627
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = PHI_expand_airbases
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_merge_naval_plants
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_dlc, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_merge_naval_plants
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = SOV_expand_shipbuilding_plants
	}
	x = -1
	y = 2
	relative_position_id = SOV_expand_shipbuilding_plants
	cost = 5
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				mio:SOV_nevskoye_design_bureau_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_370 SOV_mio_trait_merge_plant_no_5
				}
				mio:SOV_rubin_design_bureau_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_370 SOV_mio_trait_merge_plant_no_363 SOV_mio_trait_merge_plant_no_190
				}
				mio:SOV_black_sea_shipyard_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_mariupol_plant SOV_mio_trait_merge_leninskaya_kuznitsa_plant SOV_mio_trait_merge_plant_no_340
				}
				mio:SOV_sevastopol_marine_plant_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_mariupol_plant SOV_mio_trait_merge_plant_no_200
				}
			}
			else = {
				mio:SOV_nevskoye_design_bureau_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_370_no_mtg SOV_mio_trait_merge_plant_no_5
				}
				mio:SOV_rubin_design_bureau_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_370_no_mtg SOV_mio_trait_merge_plant_no_363 SOV_mio_trait_merge_plant_no_190
				}
				mio:SOV_black_sea_shipyard_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_mariupol_plant_no_mtg SOV_mio_trait_merge_leninskaya_kuznitsa_plant SOV_mio_trait_merge_plant_no_340
				}
				mio:SOV_sevastopol_marine_plant_organization = {
					unlock_mio_trait_tooltip = SOV_mio_trait_merge_mariupol_plant_no_mtg SOV_mio_trait_merge_plant_no_200
				}
			}
		}
		else = {
			custom_effect_tooltip = SOV_merge_naval_plants_tt
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_integrate_aspects_of_mobile_defence
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_tech, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_integrate_aspects_of_mobile_defence
	icon = GFX_goal_CZE_integrate_aspects_of_mobile_defence
	x = 1
	y = 2
	relative_position_id = CZE_complete_the_shift_towards_static_defence
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_complete_the_shift_towards_static_defence
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_army_speed_factor = 0.025
			tooltip = army_speed_factor_tt
		} {
			CZE_bm_max_planning_factor = 0.025
			tooltip = max_planning_factor_tt
		}
		if = {
			limit = {
				has_tech = motorised_infantry
			}
			army_experience = 20
			else = {
				army_experience = 5
				custom_effect_tooltip = generic_skip_one_line_tt
				add_tech_bonus = {
					name = motorized_bonus
					bonus = 0.5
					uses = 1
					category = motorized_equipment
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_legitimacy
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_legitimacy

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set_legitimacy = 10. Sets legitimacy on scope country to specified value. Value has to be 0-100.
```
### Entity: Character
Component: conservative_nationalist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
conservative_nationalist = {
	sprite = 13
	random = no
	stability_factor = 0.1
	production_speed_infrastructure_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_planned_extraction
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_planned_extraction
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = AST_centralized_production
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_centralized_production
	x = -1
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = AST_broken_hill_proprietary_company_ic
			}
			custom_effect_tooltip = AST_broken_hill_proprietary_company_ic_tt
			swap_ideas = {
				remove_idea = AST_broken_hill_proprietary_company_ic
				add_idea = AST_broken_hill_proprietary_company_improved_ic
			}
		} {
			limit = {
				has_idea = AST_mount_isa_mines_ic
			}
			custom_effect_tooltip = AST_mount_isa_mines_ic_tt
			swap_ideas = {
				remove_idea = AST_mount_isa_mines_ic
				add_idea = AST_mount_isa_mines_improved_ic
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = AST_broken_hill_proprietary_company_ic
					add_idea = AST_broken_hill_proprietary_company_improved_ic
				}
			}
		} {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = AST_mount_isa_mines_ic
					add_idea = AST_mount_isa_mines_improved_ic
				}
			}
		}
		custom_effect_tooltip = AST_expand_planned_extraction_pilbara_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}