Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_declaration
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_declaration
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = SOV_the_synod
	}
	x = 0
	y = 2
	relative_position_id = SOV_the_synod
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_declaration_tt
	}
}
### Entity: Idea
Component: PAL_confidential_planning
Constructs: removal_cost, planning_speed, encryption_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_confidential_planning = {
	picture = saf_ossewabrandwag_2
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_planning_factor = 0.15
		planning_speed = -0.05
		encryption_factor = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_military_led_nation_building_r56
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, add_popularity, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_military_led_nation_building_r56
	prerequisite = {
		focus = SIA_address_rama_viis_abdication_r56
	}
	icon = GFX_focus_ITA_generic_fascist_workers
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = 4
	y = 1
	relative_position_id = SIA_address_rama_viis_abdication_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 45
		add_war_support = 0.04
		add_popularity = {
			ideology = democratic
			popularity = -0.04
		}
		SIA_subtract_28_days_phahon_phonphayuhasena_steps_down = yes
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = SIA_luang_wichitwathakan
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_utilize_the_engineer_corps_which_grants_tt
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_planned_expansion
Constructs: shared_focus, prerequisite, completion_reward, is_subject_of, add_extra_state_shared_building_slots, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_planned_expansion
	icon = GFX_focus_generic_industry_3
	x = 0
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 13 191
		OR = {
			AND = {
				controls_state = 12 190
			}
			any_other_country = {
				is_subject_of = ROOT
				controls_state = 12 190
			}
		}
	}
	prerequisite = {
		focus = EST_kohta_jarve_oil_sources
	}
	completion_reward = {
		13 = {
			add_extra_state_shared_building_slots = 2
		}
		191 = {
			add_extra_state_shared_building_slots = 1
		}
		12 = {
			add_extra_state_shared_building_slots = 2
		}
		190 = {
			add_extra_state_shared_building_slots = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: denmark_protection_event.10
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_country_flag, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.10
	title = denmark_protection_event.10.t
	desc = denmark_protection_event.10.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.10.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_country_flag = DEN_danish_trading_partner_flag
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			}
		}
		effect_tooltip = {
			DEN_sell_territory_for_guarantees = yes
			give_guarantee = DEN
			DEN = {
				add_offsite_building = {
					type = industrial_complex
					level = 2
				} {
					type = arms_factory
					level = 2
				}
			}
			ROOT = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = FROM
				}
			}
			FROM = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.11
				days = 2
			}
		}
	} {
		name = denmark_protection_event.10.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 2
				has_war_with_major = yes
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.12
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_walter_engines
Constructs: prerequisite, limit, completion_reward, add_to_variable, swap_ideas, remove_idea, add_idea, random_owned_controlled_state
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_walter_engines
	icon = GFX_goal_CZE_walter_engines
	x = 0
	y = 1
	relative_position_id = CZE_czechoslovak_airforce
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_czechoslovak_airforce
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_af_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_af_air_agility_factor = 0.1
			tooltip = air_agility_factor_tt
		}
		swap_ideas = {
			remove_idea = CZE_r56_outdated_airforce_research_facilities
			add_idea = CZE_r56_outdated_airforce_research_facilities_2
		}
		random_owned_controlled_state = {
			prioritize = {
				74
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_tech_bonus = {
				name = air_engine_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				technology = engines_3 engines_4
			}
		}
	}
}
### Entity: Character
Component: JAP_ldp_leader
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_ldp_leader = {
	random = no
	sprite = 13
	democratic_drift = 0.1
	war_support_factor = 0.1
	political_power_factor = 0.1
	production_speed_arms_factory_factor = 0.05
}
### Entity: Country History
Country: ALB
Component: ALB_misc
Constructs: set_convoys
Source: game
File: history/countries/ALB - Albania.txt

Code:
# Misc for ALB
capital = 44
OOB = ALB_1936
set_convoys = 5
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_legacy_of_osmanli_donanmasi
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_legacy_of_osmanli_donanmasi
	icon = GFX_focus_generic_navy_battleship2
	mutually_exclusive = {
		focus = TUR_the_path_of_the_wolf
	}
	prerequisite = {
		focus = TUR_relocate_from_yildiz_palace
	}
	x = -2
	y = 1
	relative_position_id = TUR_relocate_from_yildiz_palace
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_the_legacy_of_osmanli_donanmasi
			bonus = 1.5
			uses = 1
			category = ca_tech
		} {
			name = TUR_the_legacy_of_osmanli_donanmasi
			bonus = 1.75
			uses = 1
			category = bb_tech
		}
	}
}
### Entity: Idea
Component: ARG_committee_of_state_security_idea_no_lar
Constructs: encryption_factor, decryption_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_committee_of_state_security_idea_no_lar = {
	picture = generic_spy_coup
	allowed = {
		original_tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption = 2
		encryption_factor = 0.25
		decryption_factor = 0.25
	}
}
### Entity: Idea
Component: SOV_great_patriotic_war
Constructs: war_support_factor, has_government, removal_cost, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_great_patriotic_war = {
	name = SOV_great_patriotic_war
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = 0.05
		naval_doctrine = 0.05
		air_doctrine = 0.05
	}
	modifier = {
		army_org_factor = 0.45
		air_ace_generation_chance_factor = 0.2
		war_support_factor = 0.2
	}
}
### Entity: Trigger Reference
Construct: is_coastal
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_coastal

* Supported Scopes: STATE
* Supported Targets: none

```
check if state is coastal
```
### Entity: National Focus
Tree: afg_focus
Component: AFG_central_asian_unification
Constructs: prerequisite, limit, completion_reward, is_core_of, is_controlled_by, every_state, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_central_asian_unification
	icon = GFX_focus_AFG_integrate_tajik_and_uzbek_republics
	prerequisite = {
		focus = AFG_development_in_taj AFG_development_in_uzb AFG_development_in_tms
	}
	x = -2
	y = 1
	relative_position_id = AFG_development_in_taj
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = TAJ
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = AFG_central_asian_unification_tt
		every_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_disgruntled_minority
				}
			}
			remove_dynamic_modifier = {
				modifier = AFG_disgruntled_minority
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_juan_peron_elected
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_character, add_country_leader_role, retire_country_leader, set_party_name
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_juan_peron_elected
	icon = GFX_focus_ARG_juan_peron_elected
	prerequisite = {
		focus = ARG_balancing_act
	}
	x = 1
	y = 1
	relative_position_id = ARG_balancing_act
	cost = 10
	available = {
		has_character = ARG_juan_peron
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ARG_juan_peron = {
			add_country_leader_role = {
				country_leader = {
					ideology = moderatism
					expire = 1965.1.1.1
					traits = {
						ARG_peronism_trait
					}
				}
			}
			promote_leader = yes
		}
		hidden_effect = {
			retire_country_leader = yes
			set_party_name = {
				ideology = neutrality
				long_name = ARG_peronist_party_long
				name = ARG_peronist_party
			}
			IF = {
				limit = {
					has_idea = ARG_juan_peron
				}
				remove_ideas = ARG_juan_peron
			}
		}
	}
}
### Entity: Idea
Component: ARM_war_propaganda_idea
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/armenia.txt

Code:
ARM_war_propaganda_idea = {
	picture = ETH_peacekeeping_forces
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.05
		political_power_factor = -0.05
		mobilization_laws_cost_factor = -0.25
		foreign_subversive_activites = -0.25
	}
}
### Entity: Idea
Component: AZR_generic_captain_of_industry
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_captain_of_industry = {
	picture = generic_political_advisor_arab_2
	available = {

	}
	allowed = {
		original_tag = AZR
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Idea
Component: r56_LUX_german_manpower
Constructs: is_subject_of
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_german_manpower = {
	picture = ger_rebuild_the_nation
	cancel = {
		NOT = {
			is_subject_of = GER
		}
	}
	modifier = {
		weekly_manpower = 150
		stability_weekly = 0.001
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_steel_deals
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, has_game_rule, has_idea, remove_resource_rights
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_steel_deals
	icon = GFX_focus_generic_steel
	cost = 10
	prerequisite = {
		focus = PER_pro_german_diplomacy
	}
	x = -1
	y = 1
	relative_position_id = PER_pro_german_diplomacy
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PER_anglo_iranian_oil_company
			}
			remove_ideas = PER_anglo_iranian_oil_company
			ENG = {
				remove_resource_rights = 413
			}
			give_resource_rights = {
				receiver = GER
				state = 981
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				676
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = steel_mill
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL FOCUS_FILTER_OIL
	}
}
### Entity: Idea
Component: ETH_lion_roar_focus_lesser
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_lion_roar_focus_lesser = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_echoes_of_panipat
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_the_echoes_of_panipat
	icon = GFX_focus_RAJ_thunder_elephants
	prerequisite = {
		focus = AFG_proclaim_the_second_afghan_empire
	} {
		focus = AFG_integrate_the_basmachi_movement
	}
	x = -1
	y = 1
	relative_position_id = AFG_proclaim_the_second_afghan_empire
	will_lead_to_war_with = RAJ
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		RAJ = {
			exists = yes
		}
	}
	bypass = {
		RAJ = {
			exists = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = RAJ
			expire = 0
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = AFG_crushing_the_heirs_of_the_marathas
	}
}
### Entity: Unit Template
Component: ENG_GAR_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_GAR_01 = {
	name = Garrison Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Garrison Division
	ordered = {
		201 = {
			Devon & Cornwall County Div.
		}
		202 = {
			Dorset County Division
		}
		203 = {
			Durham & North Riding County Div.
		}
		204 = {
			West Sussex County Division
		}
		205 = {
			Hampshire County Division
		}
		206 = {
			Lincolnshire County Division
		}
		207 = {
			Norfolk County Division
		}
		208 = {
			Northumberland County Division
		}
		209 = {
			Yorkshire County Division
		}
		210 = {
			Essex County Division
		}
		100 = {
			%dth Infantry Division
		}
		101 = {
			%dst Infantry Division
		}
		102 = {
			%dnd Infantry Division
		}
		103 = {
			%drd Infantry Division
		}
		104 = {
			%dth Infantry Division
		}
		105 = {
			%dth Infantry Division
		}
		106 = {
			%dth Infantry Division
		}
		107 = {
			%dth Infantry Division
		}
		108 = {
			%dth Infantry Division
		}
		109 = {
			%dth Infantry Division
		}
		110 = {
			%dth Infantry Division
		}
		111 = {
			%dth Infantry Division
		}
		112 = {
			%dth Infantry Division
		}
		113 = {
			%dth Infantry Division
		}
		114 = {
			%dth Infantry Division
		}
		115 = {
			%dth Infantry Division
		}
		116 = {
			%dth Infantry Division
		}
		117 = {
			%dth Infantry Division
		}
		118 = {
			%dth Infantry Division
		}
		119 = {
			%dth Infantry Division
		}
		120 = {
			%dth Infantry Division
		}
		121 = {
			%dst Infantry Division
		}
		122 = {
			%dnd Infantry Division
		}
		123 = {
			%drd Infantry Division
		}
		124 = {
			%dth Infantry Division
		}
		125 = {
			%dth Infantry Division
		}
		126 = {
			%dth Infantry Division
		}
		127 = {
			%dth Infantry Division
		}
		128 = {
			%dth Infantry Division
		}
		129 = {
			%dth Infantry Division
		}
		130 = {
			%dth Infantry Division
		}
		131 = {
			%dst Infantry Division
		}
		132 = {
			%dnd Infantry Division
		}
		133 = {
			%drd Infantry Division
		}
		134 = {
			%dth Infantry Division
		}
		135 = {
			%dth Infantry Division
		}
		136 = {
			%dth Infantry Division
		}
		137 = {
			%dth Infantry Division
		}
		138 = {
			%dth Infantry Division
		}
		139 = {
			%dth Infantry Division
		}
		140 = {
			%dth Infantry Division
		}
		141 = {
			%dst Infantry Division
		}
		142 = {
			%dnd Infantry Division
		}
		143 = {
			%drd Infantry Division
		}
		144 = {
			
# ... (truncated)
### Entity: Intelligence Agency
Component: branch_intelligence
Source: game
File: common/intelligence_agency_upgrades/intelligence_agency_upgrades.txt

Code:
branch_intelligence = {
	upgrade_economy_civilian = {
		picture = GFX_agency_economy_department
		frame = GFX_upgrade_frame_economy
		sound = Spy_Agency_Intel_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				civilian_intel_factor = 0.25
			}
		}
	}
	upgrade_army_department = {
		picture = GFX_agency_army_department
		frame = GFX_upgrade_frame_army
		sound = Spy_Agency_Intel_Upgrades_Confirm
		ai_will_do = {
			factor = 2
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				army_intel_factor = 0.25
			}
		}
	}
	upgrade_naval_department = {
		picture = GFX_agency_naval_department
		frame = GFX_upgrade_frame_naval
		sound = Spy_Agency_Intel_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				navy_intel_factor = 0.25
			}
		}
	}
	upgrade_airforce_department = {
		picture = GFX_agency_airforce_department
		frame = GFX_upgrade_frame_airforce
		sound = Spy_Agency_Intel_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				airforce_intel_factor = 0.25
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_mend_the_split
Constructs: prerequisite, remove_ideas, has_government, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_mend_the_split
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ARM_armenian_youth_federation
	} {
		focus = ARM_implement_liberal_reforms
	}
	relative_position_id = ARM_armenian_youth_federation
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = democratic
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		remove_ideas = ARM_dashnak_hunchak_split_2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_pan_baltic_bank
Constructs: prerequisite, limit, completion_reward, is_faction_leader, swap_ideas, add_idea, remove_idea, every_other_country
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_pan_baltic_bank
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = LAT_baltic_economic_union
	}
	x = -1
	y = 1
	relative_position_id = LAT_baltic_economic_union
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			add_idea = BALTIC_economic_union_2
			remove_idea = BALTIC_economic_union_1
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.3
			}
			swap_ideas = {
				add_idea = BALTIC_economic_union_2
				remove_idea = BALTIC_economic_union_1
			}
		}
	}
}
### Entity: Misc Config
Component: faction_owned_core_states
Constructs: limit, is_core_of
Source: game
File: common/collections/collections.txt

Code:
faction_owned_core_states = {
	input = game:scope
	operators = {
		 = faction_members owned_states
		limit = {
			is_core_of = PREV
		}
	}
	name = COLLECTION_FACTION_OWNED_CORE_STATES
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_convoy_production_strategy_2
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_convoy_production_strategy_2 = {
	enable = {
		num_of_naval_factories = > 40
		stockpile_ratio = {
			archetype = convoy
			ratio = < 500
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 40
				stockpile_ratio = {
					archetype = convoy
					ratio = < 750
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 3
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_german_puppet
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_german_puppet
	icon = GFX_focus_GER_integrate_czechoslovakia
	prerequisite = {
		focus = CZE_deliver_sudetenland
	}
	mutually_exclusive = {
		focus = CZE_german_ally CZE_german_minor_ally
	}
	x = -2
	y = 3
	relative_position_id = CZE_german_leanings
	cost = 2
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		GER = {
			exists = yes
		} {
			is_subject = no
		}
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {
		is_subject_of = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		GER = {
			country_event = {
				hours = 1
				id = czech.19
			}
		}
	}
}