Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_power_struggle
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, is_subject, cancel_if_invalid, load_focus_tree, set_cosmetic_tag
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_power_struggle
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CHI_join_the_republican_government
	}
	x = -1
	y = 4
	relative_position_id = CHI_new_model_province
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		OR = {
			WTT_has_politcal_support_points_30 = yes
			WTT_is_ROOT_current_leader_of_china = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		load_focus_tree = china_nationalist_focus
		set_cosmetic_tag = CHI_warlord_leader
		every_state = {
			limit = {
				is_core_of = CHI
			}
			add_core_of = ROOT
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHI_no_longer_a_warlord_idea_removal = yes
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_moi_dabord
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_legitimacy, add_manpower
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_moi_dabord
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = BEL_government_in_exile
	}
	relative_position_id = BEL_government_in_exile
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	x = -2
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		add_war_support = 0.1
		add_legitimacy = 25
		add_stability = 0.1
		add_manpower = 5000
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_increase_munition_production
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_increase_munition_production
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = ARM_small_arms_workshops
	}
	relative_position_id = ARM_small_arms_workshops
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		controls_state = 230
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				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
			}
		}
		add_ideas = SLO_military_production
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: GER_unit_production
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_unit_production = {
	allowed = {
		original_tag = GER
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 4
	} {
		type = role_ratio
		id = paratroopers
		value = 1
	} {
		type = role_ratio
		id = mountaineers
		value = 0
	} {
		type = role_ratio
		id = marines
		value = 0
	} {
		type = role_ratio
		id = cavalry
		value = -100
	} {
		type = role_ratio
		id = motorized
		value = 1
	} {
		type = role_ratio
		id = anti_armor
		value = 1
	} {
		type = role_ratio
		id = mechanized
		value = -3
	} {
		type = role_ratio
		id = armor
		value = -5
	} {
		type = role_ratio
		id = infantry
		value = 75
	} {
		type = unit_ratio
		id = capital_ship
		value = 15
	} {
		type = unit_ratio
		id = screen_ship
		value = 40
	} {
		type = unit_ratio
		id = convoy
		value = 10
	} {
		type = equipment_production_factor
		id = naval_bomber
		value = -50
	} {
		type = equipment_production_factor
		id = anti_tank
		value = 30
	} {
		type = equipment_production_factor
		id = anti_air
		value = 15
	} {
		type = equipment_production_factor
		id = artillery
		value = 100
	} {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = artillery_equipment
		value = 4
	} {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	} {
		type = railway_gun_divisions_ratio
		value = 1
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_rectify_the_darkhad_valley_transfer
Constructs: prerequisite, limit, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_rectify_the_darkhad_valley_transfer
	icon = GFX_focus_generic_attack_mongolia
	prerequisite = {
		focus = TAN_Conquer TAN_mobilize_for_a_holy_war
	}
	x = 0
	y = 3
	relative_position_id = TAN_Conquer
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
		}
		820 = {
			owner = {
				controls_state = 820
				NOT = {
					is_ally_with = TAN
				}
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				820 = {
					owner = {
						controls_state = 820
					}
				}
			}
			820 = {
				owner = {
					country_event = {
						id = tuva.11
						days = 1
					}
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_more_likely_to_accept_tt more_likely_to_accept_federalization_tt
		effect_tooltip = {
			820 = {
				transfer_state_to = TAN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: SIA_administrative_reforms_2_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_administrative_reforms_2_r56 = {
	name = SIA_administrative_reforms_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		stability_factor = 0.04
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		weekly_casualties_war_support = 0.001
		monthly_population = 0.2
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_rely_on_our_infantry
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_rely_on_our_infantry
	icon = GFX_focus_generic_little_entente
	x = -1
	y = 1
	relative_position_id = CHI_sea_fund_research_projects
	mutually_exclusive = {
		focus = CHI_sea_modern_warfare
	}
	cost = 10
	prerequisite = {
		focus = CHI_sea_fund_research_projects
	}
	ai_will_do = {
		base = 0
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_sea_rely_on_our_infantry
			bonus = 1.0
			uses = 1
			category = artillery
		} {
			name = CHI_sea_rely_on_our_infantry
			bonus = 0.75
			uses = 2
			category = infantry_weapons
		}
		army_experience = 50
	}
}
### Entity: Decision
Component: BLR_greater_belarus_decision_category_r56
Source: game
File: common/decisions/categories/BLR_decision_categories.txt

Code:
BLR_greater_belarus_decision_category_r56 = {
	icon = GFX_decision_category_generic_formable_nations
	picture = GFX_decision_cat_Armenian_question_category
	allowed = {
		original_tag = BLR
	}
	priority = 5
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/anti_tank.txt

Code:
sub_units = {
	anti_tank = {
		abbreviation = AT
		sprite = anti_tank
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = yes
		affects_speed = no
		group = support
		type = {
			infantry support
		}
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army category_anti_tank category_mobile_anti_tank
		}
		regimental = no
		combat_width = 0
		need = {
			anti_tank_equipment = 24
		}
		manpower = 300
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.2
		training_time = 120
		weight = 0.1
		can_be_parachuted = no
		supply_consumption = 0.08
		defense = -0.4
		breakthrough = -0.4
		soft_attack = -0.4
		hard_attack = -0.5
		ap_attack = -0.15
	}
}
### Entity: Character
Component: PAR_remigio_bastia_martin
Source: game
File: common/characters/PAR.txt

Code:
PAR_remigio_bastia_martin = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_remigio_bastia_martin
		allowed = {
			original_tag = PAR
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_army_inventions_directorate_taog
Constructs: prerequisite, limit, completion_reward, is_core_of, is_fully_controlled_by, random_owned_controlled_state, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_army_inventions_directorate_taog
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = AST_department_of_supply_and_development_taog
	}
	relative_position_id = AST_department_of_supply_and_development_taog
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				any_owned_state = {
					is_core_of = AST
					is_fully_controlled_by = AST
					can_construct_building = land_facility
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					285 517 519
				}
				construct_building_in_random_province = {
					land_facility = 1
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = AST_army_inventions_directorate_taog
			bonus = 0.25
			uses = 1
			category = air_equipment
		} {
			name = AST_army_inventions_directorate_taog
			bonus = 0.25
			uses = 1
			category = armor
		} {
			name = AST_army_inventions_directorate_taog
			bonus = 0.25
			uses = 1
			category = naval_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_maan_turva
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_maan_turva
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = FIN_academic_karelian_society
	}
	x = 1
	y = 1
	relative_position_id = FIN_academic_karelian_society
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = FIN_maan_turva
		}
		else = {
			add_ideas = FIN_maan_turva_no_lar
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_vilho_helanen
	}
}
### Entity: Order of Battle
Component: Kavalleribrigaden
Constructs: division_template
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	name = Kavalleribrigaden
	location = 6050
	division_template = Kavalleribrigaden
	start_experience_factor = 0.3
	start_equipment_factor = 0.3
}
### Entity: Character
Component: air_chief_reform_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_reform_2 = {
	sprite = 1
	experience_gain_air = @chief_experience_gain_medium
	experience_gain_air_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_noart_sg_masc_x_d_a_07b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_noart_sg_masc_x_d_a_07b = {
	OR = {
		AND = {
			has_government = democratic
			OR = {
				tag = HAI
				original_tag = HAI
			}
		} {
			has_government = neutrality
			OR = {
				tag = OMA
				original_tag = OMA
			}
		}
	}
}
### Entity: Technology
Component: atomic_research
Constructs: has_completed_focus, research_speed_factor, limit, random_country, has_country_flag, is_major, research_cost, has_dlc
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	research_speed_factor = 0.04
	start_year = 1940
	research_cost = 5
	folder = {
		name = electronics_folder
		position = {
			x = 0
			y = 0
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1941.1.1
		} {
			factor = 1.2
			date = > 1942.1.1
		} {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 2
			is_major = yes
			date = > 1943.1.1
		} {
			factor = 4
			tag = USA
		} {
			add = 50
			PHI_SEA = yes
			has_completed_focus = PHI_weapons_of_war
		}
	}
	categories = {
		nuclear
	}
	special_project_specialization = {
		specialization_nuclear
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_nuclear_reactor
		}
		hidden_effect = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				if = {
					limit = {
						check_variable = {
							global.atomic_research_race = < 3
						}
					}
					add_to_variable = {
						global.atomic_research_race = 1
					}
					if = {
						limit = {
							original_tag = ITA
							NOT = {
								has_country_flag = ITA_pioneer_in_atomic_research_flag
							}
						}
						set_country_flag = ITA_pioneer_in_atomic_research_flag
					}
					else_if = {
						limit = {
							check_variable = {
								global.atomic_research_race = 3
							}
							NOT = {
								any_country = {
									original_tag = ITA
									has_country_flag = ITA_pioneer_in_atomic_research_flag
								}
							}
						}
						random_country = {
							limit = {
								original_tag = ITA
							}
							set_country_flag = ITA_late_to_the_atomic_party_flag
						}
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_300
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_300 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 300
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 300
	}
}
### Entity: Idea
Component: NOR_ulfhedhnar_ns
Constructs: has_government, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_ulfhedhnar_ns = {
	picture = FRA_army_of_aggression_focus
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		special_forces_min = 20
		special_forces_attack_factor = 0.2
		special_forces_defence_factor = -0.1
	}
}
### Entity: Character
Component: DJI_awt
Source: game
File: common/characters/DJI.txt

Code:
DJI_awt = {
	advisor = {
		slot = theorist
		idea_token = DJI_awt
		ledger = air
		allowed = {
			original_tag = DJI
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Character
Component: WHY_greatexperiment
Source: game
File: common/characters/WHY.txt

Code:
WHY_greatexperiment = {
	name = Mr. GreatExperiment
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_generic_collective.dds
		}
	}
	country_leader = {
		ideology = moderatism
		expire = 5183.5.1
		id = -1
		traits = {
			r56w_trait_leader_unemployed r56w_trait_leader_punny r56w_trait_leader_sounds_like_batman
		}
	}
	field_marshal = {
		traits = {
			r56w_trait_marshal_master_exploder
		}
		skill = 5
		attack_skill = 5
		defense_skill = 4
		planning_skill = 5
		logistics_skill = 5
		legacy_id = -1
	}
}
### Entity: Event
Component: BBA_italy_air_accident.12
Constructs: is_triggered_only, limit, fire_only_once, set_country_flag, has_character, remove_trait, add_trait
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_air_accident.12
	title = BBA_italy_air_accident.12.t
	desc = BBA_italy_air_accident.12.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ITA_pintor_pellegrini_accident_flag
		}
	}
	trigger = {
		OR = {
			has_character = ITA_pietro_pintor ITA_aldo_pellegrini
		}
	}
	option = {
		name = BBA_italy_air_accident.12.a
		if = {
			limit = {
				has_character = ITA_aldo_pellegrini
			}
			ITA_aldo_pellegrini = {
				custom_effect_tooltip = ITA_pellegrini_promotion_tt
			}
			hidden_effect = {
				ITA_aldo_pellegrini = {
					remove_trait = {
						trait = air_chief_ground_support_1
						slot = air_chief
					}
					add_trait = {
						trait = air_chief_ground_support_2
						slot = air_chief
					}
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_cavalry_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_cavalry_ratio

* Supported Scopes: COMBATANT
* Supported Targets: none

```
Check that ratio of cavalry battalions in the composition of a side of combating troops are over a certain level.
For example:
has_cavalry_ratio > 0.5
```
### Entity: Character
Component: SWI_eduard_von_steiger
Source: game
File: common/characters/SWI.txt

Code:
SWI_eduard_von_steiger = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_eduard_von_steiger
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_conservative_democrat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_eduard_von_steiger
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_eduard_von_steiger_small
			large = GFX_portrait_SWI_eduard_von_steiger
		}
	}
}
### Entity: Event
Component: CZE.105
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.105
	title = CZE.105.t
	desc = CZE.105.d
	picture = GFX_CZKE_bata_pneu_report
	is_triggered_only = yes
	option = {
		name = CZE.105.a
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = rubber_refinery
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_invest_in_erzberg_steel_mines
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, has_tech, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_invest_in_erzberg_steel_mines
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = AUS_regulate_austrian_finance_sector
	}
	mutually_exclusive = {

	}
	x = -6
	y = 1
	relative_position_id = AUS_regulate_austrian_finance_sector
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		976 = {
			is_owned_and_controlled_by = ROOT
		}
		has_tech = excavation1
	}
	bypass = {
		976 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		976 = {
			add_resource = {
				type = steel
				amount = 12
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_army_of_the_philippines
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_army_of_the_philippines
	icon = GFX_focus_PHI_army_of_the_philippines
	prerequisite = {
		focus = PHI_battalion_combat_teams
	} {
		focus = PHI_mandatory_conscription
	} {
		focus = PHI_self_reliance_defense
	}
	relative_position_id = PHI_mandatory_conscription
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			PHI_philippine_army_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_40w_amphibious_role
Constructs: limit, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_40w_amphibious_role = {
	set_country_flag = {
		flag = EAI_MARINE_ROLE
		value = 3
	}
	if = {
		limit = {
			EAI_LARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 341
		}
	}
	else_if = {
		limit = {
			EAI_MARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 342
		}
	} {
		limit = {
			EAI_HARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 343
		}
	}
}
### Entity: Character
Component: patriotic_socialist
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
patriotic_socialist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	war_support_factor = 0.1
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_diplomatic_mission_to_the_soviet_union
Constructs: has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power, has_capitulated, add_popularity
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_diplomatic_mission_to_the_soviet_union
	icon = GFX_focus_generic_soviet_politics
	mutually_exclusive = {
		focus = BUL_restore_spirit_tarnovo_constitution BUL_crush_the_military_union
	}
	x = 4
	y = 0
	cost = 5
	ai_will_do = {
		factor = 29
	}
	available = {
		SOV = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			has_government = communism
		}
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = SOV
				modifier = medium_increase
			}
		}
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: GDL
Component: GDL_technology
Constructs: set_technology
Source: game
File: history/countries/GDL - Guadeloupe.txt

Code:
# Starting Technologies for GDL
set_technology = {
	infantry_weapons = 1
}