Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GER_moral_soldierly_patriot
Constructs: army_defence_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_moral_soldierly_patriot = {
	sprite = 13
	random = no
	offensive_war_stability_factor = -0.05
	defensive_war_stability_factor = 0.05
	resistance_damage_to_garrison = 0.1
	supply_consumption_factor = 0.1
	army_org_factor = 0.05
	army_defence_factor = 0.05
	surrender_limit = 0.1
	resistance_growth_on_our_occupied_states = 0.1
	army_core_attack_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Event
Component: cityfall.41
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.41
	title = cityfall.41.t
	desc = cityfall.41.d
	picture = GFX_news_event_strasbourg
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_fra
	}
	option = {
		name = cityfall.41.a
		trigger = {
			NOT = {
				TAG = FRA USA
			}
		}
	} {
		name = cityfall.41.b
		trigger = {
			TAG = FRA
		}
	} {
		name = cityfall.41.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Event
Component: cityfall.51
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.51
	title = cityfall.51.t
	desc = cityfall.51.d
	picture = GFX_news_event_fall_of_new_york2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_fra
	}
	option = {
		name = cityfall.51.a
		trigger = {
			NOT = {
				TAG = USA FRA
			}
		}
	} {
		name = cityfall.51.b
		trigger = {
			TAG = FRA
		}
	} {
		name = cityfall.51.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Idea
Component: FIN_hidden_cas_production_ns_improved
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_cas_production_ns_improved = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Unit Template
Component: TUR_ARM_01
Source: game
File: common/units/names_divisions/TUR_names_divisions.txt

Code:
TUR_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		TUR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Zirhli Tümeni
	ordered = {
		1 = {
			%d. Zirhli Tümeni
		}
		2 = {
			%d. Zirhli Tümeni
		}
		3 = {
			%d. Zirhli Tümeni
		}
		4 = {
			%d. Zirhli Tümeni
		}
		5 = {
			%d. Zirhli Tümeni
		}
		6 = {
			%d. Zirhli Tümeni
		}
		7 = {
			%d. Zirhli Tümeni
		}
		8 = {
			%d. Zirhli Tümeni
		}
		9 = {
			%d. Zirhli Tümeni
		}
		10 = {
			%d. Zirhli Tümeni
		}
	}
}
### Entity: Event
Component: INS_volksraad_events.3
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.3
	title = INS_volksraad_events.2.t
	desc = INS_volksraad_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.2.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			indonesia_volksraad_reject_50_effect = yes
		}
		hidden_effect = {
			INS = {
				add_political_power = 27
			}
		}
	}
}
### Entity: Modding Documentation
Construct: help
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## help
* Arguments: command name

Print out all console commands or a specific command description.
### Entity: Idea
Component: GER_dornier_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_dornier_improved = {
	name = dornier
	picture = dornier
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_tactical_bombers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_prepare_infrastructure_and_industry
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_prepare_infrastructure_and_industry
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = SWI_veteran_sharpshooter_divisions
	} {
		focus = SWI_reduce_military_training_age
	}
	x = 1
	y = 1
	relative_position_id = SWI_reduce_military_training_age
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		151 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		847 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		846 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		845 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
		3 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_connect_the_northern_railways
Constructs: prerequisite, limit, completion_reward, build_railway, build_only_on_allied, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_connect_the_northern_railways
	icon = GFX_focus_CHL_connect_the_northern_railways
	relative_position_id = CHL_contract_efe
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_contract_efe CHL_we_must_dig_deeper
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		AND = {
			controls_state = 951 506 952
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		build_railway = {
			level = 1
			build_only_on_allied = yes
			start_province = 5228
			target_province = 5131
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		506 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				951 = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
			}
			951 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 947
				947 = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
			}
			947 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: CAN_bits_and_pieces_program
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/canada.txt

Code:
CAN_bits_and_pieces_program = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_factory_start_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		industrial_capacity_factory = 0.04
		industrial_capacity_dockyard = 0.04
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_iron_intelligence_department
Constructs: prerequisite, limit, add_war_support, completion_reward, has_intelligence_agency, has_dlc, add_tech_bonus, swap_ideas
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_iron_intelligence_department
	icon = GFX_goal_generic_secret_police
	relative_position_id = EGY_radicalize_the_iron_guard
	x = 0
	y = 2
	cost = 10
	available = {
		has_intelligence_agency = yes
	}
	prerequisite = {
		focus = EGY_the_rashad_mission
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			upgrade_intelligence_agency = upgrade_psycho_warfare
		}
		else = {
			add_war_support = 0.02
			add_tech_bonus = {
				name = EGY_the_iron_intelligence_department
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = EGY_the_iron_guard_2
			add_idea = EGY_the_iron_guard_3
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_modernizing_the_air_force
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_modernizing_the_air_force
	icon = GFX_goal_SWE_coa_air_force
	relative_position_id = SWE_expand_airfleet_capabilities
	prerequisite = {
		focus = SWE_expand_airfleet_capabilities
	}
	x = 3
	y = 1
	cost = 10
	completion_reward = {
		air_experience = 15
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SWE_modernizing_the_air_force
				technology = photo_reconnaisance
				bonus = 0.5
				uses = 1
			}
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = scout_plane
				bonus = 1.0
				uses = 1
				category = cat_scout_plane
			}
		}
		add_doctrine_cost_reduction = {
			name = SWE_modernizing_the_air_force
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: idea_URG_statism
Constructs: stability_factor
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_statism = {
	name = URG_statism
	allowed_civil_war = {
		always = yes
	}
	picture = generic_central_management
	modifier = {
		consumer_goods_factor = -0.08
		production_speed_arms_factory_factor = 0.05
		stability_factor = -0.08
	}
}
### Entity: Event
Component: mtg_netherlands.46
Constructs: is_triggered_only, add_political_power, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.46
	title = mtg_netherlands.46.t
	desc = mtg_netherlands.46.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.46.a
		add_political_power = 25
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: State History
Component: 946
Constructs: add_core_of
Source: game
File: history/states/946 - Paysandu.txt

Code:
state = {
	id = 946
	name = STATE_946
	manpower = 320000
	state_category = rural
	resources = {
		oil = 3
	}
	history = {
		owner = URG
		add_core_of = URG
		buildings = {
			infrastructure = 1
			arms_factory = 1
		}
		victory_points = {
			12468 2
		} {
			10502 1
		}
	}
	provinces = {
		1613 1626 10502 12440 12468
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: ah_aviation_effort
Constructs: limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state, set_country_flag
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_aviation_effort
	icon = GFX_goal_generic_build_airforce
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: AI Strategy
Component: USA_naval_role_ratios_produce_screen
Constructs: has_war, has_dlc, has_navy_size
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_naval_role_ratios_produce_screen = {
	allowed = {
		has_dlc = Man the Guns
		original_tag = USA
	}
	enable = {
		has_navy_size = {
			unit = destroyer
			size = < 200
		}
		has_war = yes
		date = < 1943.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_mine_sweeper
		value = -15
	} {
		type = role_ratio
		id = naval_mine_layer
		value = -2
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 20
	} {
		type = unit_ratio
		id = screen_ship
		value = 60
	}
}
### Entity: Country History
Country: BAY
Component: BAY_technology
Constructs: set_technology
Source: game
File: history/countries/BAY - Bavaria.txt

Code:
# Starting Technologies for BAY
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: Idea
Component: CYP_national_guard_tt_1
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_national_guard_tt_1 = {
	name = r56_CYP_dyn_mod_national_guard
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.08
		political_power_factor = 0.05
	}
}
### Entity: Character
Component: ENG_andrew_cunningham
Source: game
File: common/characters/ENG.txt

Code:
ENG_andrew_cunningham = {
	name = ENG_andrew_cunningham
	portraits = {
		navy = {
			small = GFX_idea_andrew_cunningham
		}
		army = {
			large = GFX_portrait_ENG_andrew_cunningham
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = andrew_cunningham
		allowed = {
			original_tag = ENG
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 2
				amount_taken_ideas = {
					amount = > 0
					slots = {
						army_chief
					}
				}
			}
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert bold navy_career_officer blockade_runner superior_tactician
		}
		skill = 5
		attack_skill = 5
		defense_skill = 4
		maneuvering_skill = 3
		coordination_skill = 4
		legacy_id = 985
	}
}
### Entity: Unit Leader
Component: fly_swatter
Source: game
File: common/unit_leader/00_traits.txt

Code:
fly_swatter = {
	type = navy
	modifier = {
		navy_anti_air_attack_factor = 0.1
	}
	trait_type = assignable_trait
	any_parent = {
		cruiser_captain destroyer_leader
	}
	slot = high_command
	specialist_advisor_trait = navy_naval_air_defense_1
	expert_advisor_trait = navy_naval_air_defense_2
	genius_advisor_trait = navy_naval_air_defense_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 6
	gui_column = 2
}
### Entity: Scripted Effect
Component: ITA_bop_low_increase_grandi_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_increase_grandi_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.1
		tooltip_side = ITA_grandi_side
	}
}
### Entity: Character
Component: KOR_lyuh_woon_hyung
Source: game
File: common/characters/KOR.txt

Code:
KOR_lyuh_woon_hyung = {
	name = KOR_lyuh_woon_hyung
	portraits = {
		civilian = {
			large = GFX_portrait_Yi_Kang
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		traits = {
			KOR_mongyang
		}
		id = -1
	}
}
### Entity: National Focus
Component: continuous_focus_palette
Constructs: has_completed_focus, limit, has_dlc, is_government_in_exile, has_country_leader_with_trait, is_controlled_by, daily_cost, set_country_flag
Source: game
File: common/continuous_focus/r56_generic.txt

Code:
continuous_focus_palette = {
	id = lemur_generic_focus
	country = {
		factor = 1000
	}
	default = yes
	reset_on_civilwar = no
	position = {
		x = 50
		y = 2000
	}
	focus = {
		id = ETH_strengthen_the_black_lions
		icon = GFX_focus_ETH_continuous_strengthen_the_black_lions
		available = {
			hidden_trigger = {
				has_dlc = By Blood Alone
				original_tag = ETH
			}
			has_completed_focus = ETH_anti-italian_propaganda
			OR = {
				is_government_in_exile = yes
				has_country_leader_with_trait = imperator_absentis
			}
		}
		enable = {
			any_owned_state = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		modifier = {
			compliance_growth_on_our_occupied_states = -0.1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					is_controlled_by = ROOT
				}
			}
		}
		supports_ai_strategy = ai_focus_military_advancements
		daily_cost = 1
		available_if_capitulated = yes
	} {
		id = ETH_supporting_the_arbegnoch
		icon = GFX_focus_ETH_continuous_supporting_the_arbegnoch
		available = {
			hidden_trigger = {
				has_dlc = By Blood Alone
				original_tag = ETH
			}
			has_completed_focus = ETH_the_patriots
			OR = {
				is_government_in_exile = yes
				has_country_leader_with_trait = imperator_absentis
			}
		}
		enable = {
			any_owned_state = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		modifier = {
			resistance_growth_on_our_occupied_states = 0.1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					is_controlled_by = ROOT
				}
			}
		}
		supports_ai_strategy = ai_focus_military_advancements
		daily_cost = 1
		available_if_capitulated = yes
	} {
		id = SWI_build_up_military_readiness
		icon = GFX_focus_SWI_continuous_build_up_military_readiness
		available = {
			hidden_trigger = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		}
		enable = {
			has_completed_focus = SWI_armed_neutrality
		}
		modifier = {

		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					is_controlled_by = ROOT
				}
			}
		}
		supports_ai_strategy = ai_focus_military_advancements
		daily_cost = 1
		available_if_capitulated = yes
		select_effect = {
			activate_mission = SWI_building_up_military_readiness_mission
			set_country_flag = SWI_building_up_mr_cont_focus_active
		}
		cancel_effect = {
			clr_country_flag = SWI_building_up_mr_
# ... (truncated)
### Entity: National Focus
Component: mengkukuo_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus_tree = {
	id = mengkukuo_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = MEN
		}
	}
	default = no
	continuous_focus_position = {
		x = 1765
		y = 850
	}
	reset_on_civilwar = no
	shared_focus = GEN_Aviation_Effort GEN_Naval_Effort
	focus = {
		id = MEN_an_independent_army
		icon = GFX_goal_MON_inner_mongolian_army2
		available = {
			exists = yes
		}
		x = 6
		y = 0
		cost = 5
		ai_will_do = {
			factor = 75
		}
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					267
				}
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			add_war_support = 0.05
			army_experience = 15
		}
		search_filters = {
			FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
		}
	} {
		id = MEN_continue_the_ways_of_old
		icon = GFX_goal_MON_tachanka
		prerequisite = {
			focus = MEN_an_independent_army
		}
		relative_position_id = MEN_an_independent_army
		mutually_exclusive = {
			focus = MEN_embrace_horses_of_steel
		}
		x = 4
		y = 1
		cost = 10
		ai_will_do = {
			factor = 80
		}
		completion_reward = {
			add_ideas = MEN_continue_the_ways_of_old
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				ahead_reduction = 0.5
				category = infantry_weapons support_tech artillery
			}
		}
		search_filters = {
			FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
		}
	} {
		id = MEN_embrace_horses_of_steel
		icon = GFX_goal_CAN_ram_tank
		prerequisite = {
			focus = MEN_an_independent_army
		}
		relative_position_id = MEN_an_independent_army
		mutually_exclusive = {
			focus = MEN_continue_the_ways_of_old
		}
		x = -4
		y = 1
		cost = 10
		ai_will_do = {
			factor = 80
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		completion_reward = {
			add_ideas = MEN_horses_of_steel
			add_tech_bonus = {
				name = MEN_horses_of_steel
				bonus = 0.5
				uses = 1
				ahead_reduction = 0.5
				category = armor cat_armored_cars motorized_equipment
			}
		}
		search_filters = {
			FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
		}
	} {
		id = MEN_forces_for_the_south
		icon = GFX_goal_CHI_support_pro_japanese_faction
		available = {
			OR = {
				is_subj
# ... (truncated)
### Entity: Idea
Component: FIN_fascist_diplomatic_effort
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
FIN_fascist_diplomatic_effort = {
	picture = generic_neutrality_drift_bonus
	allowed = {

	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	modifier = {
		opinion_gain_monthly_factor = 0.25
		improve_relations_maintain_cost_factor = -0.5
	}
}