Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_constitution_for_the_masses
Constructs: prerequisite, add_stability, completion_reward, is_subject, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_constitution_for_the_masses
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = RAJ_founding_of_the_peoples_republic
	}
	x = 2
	y = 0
	relative_position_id = RAJ_purge_the_reactionaries
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: NGA_awt
Source: game
File: common/characters/NGA.txt

Code:
NGA_awt = {
	advisor = {
		slot = theorist
		idea_token = NGA_awt
		ledger = air
		allowed = {
			original_tag = NGA
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Event
Component: malaysia.24
Constructs: is_triggered_only, ai_chance, declare_war_on, annex_everything, retire_country_leader, set_party_name, set_politics, set_cosmetic_tag
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.24
	title = malaysia.24.t
	desc = malaysia.24.desc
	is_triggered_only = yes
	option = {
		name = malaysia.24.a
		ai_chance = {
			base = 60
		}
		declare_war_on = {
			target = ENG
			type = annex_everything
		}
		ENG = {
			end_puppet = MAL
		}
		MAL = {
			retire_country_leader = yes
			set_party_name = {
				ideology = neutrality
				long_name = MAL_neutrality_party_long
				name = MAL_neutrality_party
			}
			set_politics = {
				ruling_party = fascism
			}
			set_cosmetic_tag = MAL_JAP_fascism
		}
		JAP = {
			puppet = MAL
		}
	} {
		name = malaysia.24.a
		ai_chance = {
			base = 60
		}
		MAL = {
			country_event = {
				id = malaysia.23
				hours = 3
			}
		}
	}
}
### Entity: Idea
Component: r56w_idea_designer_holst_planet_foundry
Constructs: research_bonus
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_designer_holst_planet_foundry = {
	picture = generic_industrial_concern_1
	allowed = {
		original_TAG = WHY
	}
	research_bonus = {
		electronics = 0.5
		industry = 0.5
	}
	traits = {
		r56w_trait_designer_holst_planet_foundry
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: portugal.20
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.20
	title = portugal.20.t
	desc = portugal.20.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = portugal.20.a
		ai_chance = {
			base = 90
		}
		add_to_faction = POR
		hidden_effect = {
			news_event = {
				id = news.708
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.22
					hours = 1
				}
			}
		}
	} {
		name = portugal.20.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			news_event = {
				id = news.709
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.21
					hours = 1
				}
			}
		}
	}
}
### Entity: Technology
Component: tech_recon2
Constructs: research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	category_recon = {
		recon = 2
	}
	helicopter_recon = {
		recon = 1
	}
	path = {
		leads_to_tech = tech_recon3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = support_folder
		position = {
			x = 2
			y = @1939
		}
	}
	categories = {
		support_tech recon_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 2
			date = > 1942.1.1
		}
	}
}
### Entity: Idea
Component: CZE_stndsd_eqpmnt_1
Constructs: has_government, is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_stndsd_eqpmnt_1 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = SWE_varnplikt
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = ROM YUG AUS HUN CZE
			}
		}
	}
	removal_cost = -1
	modifier = {
		materiel_manufacturer_cost_factor = -0.15
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: SWE_carl_gustafs_gevarsfaktori
Constructs: research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_carl_gustafs_gevarsfaktori = {
	cost = 100
	picture = generic_infantry_equipment_manufacturer_2
	available = {

	}
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		infantry_weapons = 0.1
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {
		equipment_conversion_speed = 0.1
	}
}
### Entity: Character
Component: PUE_nccr
Source: game
File: common/characters/PUE.txt

Code:
PUE_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = PUE_nccr
		allowed = {
			original_tag = PUE
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Event
Component: belgium.22
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_country_flag, fire_only_once, add_political_power, add_popularity
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.22
	title = belgium.22.t
	desc = belgium.22.d
	picture = GFX_report_event_worker_protests
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		tag = BEL
		has_government = democratic
		NOT = {
			has_country_flag = Spaak_PM
		}
		has_war = no
	}
	option = {
		ai_chance = {
			base = 100
		}
		name = belgium.22.a
		add_political_power = -50
		add_popularity = {
			ideology = fascism
			popularity = 0.02
		} {
			ideology = communism
			popularity = 0.03
		}
		add_timed_idea = {
			idea = BEL_factory_strikes
			days = 30
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.62
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, remove_country_leader_role, add_country_leader_role, is_historical_focus_on
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.62
	title = SEA_japan_foreign_policy.62.t
	desc = SEA_japan_foreign_policy.62.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.62.a
		ai_chance = {
			base = 100
		}
		hidden_effect = {
			CHI_wang_jingwei = {
				remove_country_leader_role = {
					ideology = despotism
				}
			}
		} {
			add_country_leader_role = {
				character = CHI_wang_jingwei
				promote_leader = yes
				country_leader = {
					ideology = emperor_fascism
					expire = 1965.1.1.1
					traits = {
						eager_collaborator generallissimo
					}
				}
			}
		}
		add_country_leader_role = {
			character = CHI_wang_jingwei
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					eager_collaborator generallissimo
				}
			}
		}
	} {
		name = SEA_japan_foreign_policy.62.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_political_power = 75
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_down_the_sands_of_arabia
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_down_the_sands_of_arabia
	icon = GFX_focus_ETH_an_arabic_base
	prerequisite = {
		focus = PAL_throughout_the_tigris
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		SAU = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		YEM = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		OMA = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		UAE = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		BHR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		QAT = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
	}
	relative_position_id = PAL_throughout_the_tigris
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = SAU YEM OMA UAE BHR QAT
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_minimum_wage_laws
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_minimum_wage_laws
	icon = GFX_goal_generic_deals
	cost = 10
	prerequisite = {
		focus = CUB_the_nine_cent_law
	}
	relative_position_id = CUB_the_nine_cent_law
	x = 0
	y = 1
	completion_reward = {
		add_ideas = CUB_minimum_wage_laws_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_soviet_technology_sharing
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, set_technology, is_in_faction_with, is_in_tech_sharing_group
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_expand_soviet_technology_sharing
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = NOR_soviet_technology_sharing
	}
	x = 0
	y = 3
	relative_position_id = NOR_support_radical_socialism
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
		is_in_faction_with = SOV
		is_in_tech_sharing_group = NOR_soviet_research
	}
	available_if_capitulated = yes
	completion_reward = {
		ROOT = {
			modify_tech_sharing_bonus = {
				id = NOR_soviet_research
				bonus = 0.05
			}
		}
		unlock_decision_category_tooltip = NOR_soviet_research
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 1
			category = armor
		} {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = codebreaking_bonus
				bonus = 1.0
				uses = 1
				category = decryption_tech encryption_tech
			}
		}
		else = {
			hidden_effect = {
				set_technology = {
					lar_decryption_bonus_tech = 1
				}
			}
			custom_effect_tooltip = lar_decryption_bonus_tt
		}
		hidden_effect = {
			every_country = {
				limit = {
					is_subject_of = NOR
					NOT = {
						has_war_with = SOV
					} {
						is_in_tech_sharing_group = NOR_soviet_research
					}
				}
				add_to_tech_sharing_group = NOR_soviet_research
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: NOR_aristocratic_industrialist
Constructs: production_speed_buildings_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_aristocratic_industrialist = {
	random = no
	sprite = 10
	neutrality_drift = 0.03
	production_speed_buildings_factor = 0.1
	production_speed_bunker_factor = 0.2
	production_speed_coastal_bunker_factor = 0.2
}
### Entity: Character
Component: SMI_anders_larsen
Source: game
File: common/characters/SMI.txt

Code:
SMI_anders_larsen = {
	name = Anders Larsen
	portraits = {
		civilian = {
			small = GFX_portrait_generic_democratic_reformer_sami_2d
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = SMI_anders_larsen
		allowed = {
			original_tag = SMI
		}
		available = {

		}
		visible = {

		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			base = 15.0
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_cooperate_with_the_comite_special_du_katanga
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, has_country_leader, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_cooperate_with_the_comite_special_du_katanga
	icon = GFX_focus_generic_befriend_katanga
	x = 0
	y = 2
	prerequisite = {
		focus = COG_invest_in_urban_centers
	}
	relative_position_id = COG_invest_in_urban_centers
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 10
	bypass = {

	}
	available = {
		889 = {
			is_owned_and_controlled_by = ROOT
		}
		has_country_leader = {
			ruling_only = yes
			character = COG_pierre_ryckmans
		}
	}
	completion_reward = {
		IF = {
			limit = {
				889 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			889 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = COG_auguste_tilkens
	}
}
### Entity: Country History
Country: SNG
Component: SNG_misc
Constructs: give_military_access, set_research_slots, set_convoys
Source: game
File: history/countries/SNG - Singapur.txt

Code:
# Misc for SNG
capital = 937
give_military_access = ENG
set_research_slots = 3
set_convoys = 100
### Entity: Modifier Reference
Construct: amphibious_invasion_defence
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## amphibious_invasion_defence

* Number with 0 decimal places
* **Categories**: naval, unit_leader
### Entity: Event
Component: erwache.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, fire_only_once, has_character
Source: game
File: events/ERW_erwache.txt

Code:
country_event = {
	id = erwache.1
	title = erwache.1.t
	desc = erwache.1.desc
	picture = GFX_erwache_reichsbank
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = erwache.1.a
		ai_chance = {
			base = 60
		}
		trigger = {
			has_character = GER_hjalmar_schacht
		}
		add_ideas = hjalmar_schacht
	} {
		name = erwache.1.b
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_walther_funk
		}
		add_ideas = walther_funk
	} {
		name = erwache.1.c
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_Andreas_Hermes
			has_government = democratic
		}
		add_ideas = GER_Andreas_Hermes
	} {
		name = erwache.1.d
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_fritz_schaffer
			has_government = democratic
			if = {
				limit = {
					original_tag = GER
				}
				BAY = {
					exists = no
				}
			}
		}
		add_ideas = GER_fritz_schaffer
	} {
		name = erwache.1.e
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_Franz_Dahlem
			has_government = communism
		}
		add_ideas = GER_Franz_Dahlem
	} {
		name = erwache.1.f
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_Walter_Ulbricht
			has_government = communism
			OR = {
				has_completed_focus = GER_industrial_collectivization GER_collectivize_industry
			}
		}
		add_ideas = GER_Walter_Ulbricht
	} {
		name = erwache.1.g
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_franz_jacob
			has_government = communism
		}
		add_ideas = GER_franz_jacob
	} {
		name = erwache.1.h
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_carl_friedrich_goerdeler
			has_government = neutrality
		}
		add_ideas = GER_carl_friedrich_goerdeler
	} {
		name = erwache.1.i
		ai_chance = {
			base = 40
		}
		trigger = {
			has_character = GER_Paul_Lejeune_Jung
			has_government = neutrality
		}
		add_ideas = GER_Paul_Lejeune_Jung
	}
}
### Entity: Scripted Trigger
Component: ITA_government_is_somewhat_fascist
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_government_is_somewhat_fascist = {
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		OR = {
			has_government = fascism
			has_completed_focus = ITA_utilize_the_blackshirts
		}
	}
	else = {
		OR = {
			has_government = fascism neutrality
		}
	}
}
### Entity: Military Industrial Organization
Component: COL_indumil_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/COL_organization.txt

Code:
COL_indumil_organization = {
	name = COL_indumil
	include = generic_infantry_equipment_organization
	icon = GFX_idea_COL_indumil
	allowed = {
		tag = COL
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Idea
Component: MAN_an_industrial_power
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_an_industrial_power = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MAN_manchurian_industry
	modifier = {
		production_speed_buildings_factor = 0.1
		factory_energy_consumption = -0.1
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Idea
Component: PAL_mujahid_mentality
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_mujahid_mentality = {
	picture = PAL_mujahideen
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	rule = {
		can_join_factions = no
	}
	modifier = {
		conscription_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_culto_del_duce
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, has_country_leader
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_culto_del_duce
	icon = GFX_focus_ITA_culto_del_duce
	prerequisite = {
		focus = ITA_triumph_in_africa_bba
	}
	mutually_exclusive = {
		focus = ITA_convene_the_grand_council ITA_defy_the_duce
	}
	allow_branch = {
		if = {
			limit = {
				has_dlc = By Blood Alone
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_defy_the_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = ITA_triumph_in_africa_bba
	cost = 10
	available = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_country_leader_trait = lion_tamer
		ITA_bop_very_low_increase_effect = yes
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Event
Component: TAOG_siam_movie_campaign_events.101
Constructs: is_triggered_only, check_variable, set_country_flag
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = TAOG_siam_movie_campaign_events.101
	title = TAOG_siam_movie_campaign_events.101.t
	desc = TAOG_siam_movie_campaign_events.101.desc
	is_triggered_only = yes
	trigger = {
		check_variable = {
			SIA_propaganda_left_poster_to_age = SIA_poster_left_icon_frame
		}
	}
	hidden = yes
	immediate = {
		set_country_flag = SIA_propaganda_left_slot_is_old_flag
	}
}
### Entity: Event
Component: india.420
Constructs: is_core_of, has_state_flag, clr_state_flag, load_oob, add_offsite_building
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.420
	title = india.420.t
	desc = india.420.desc
	picture = GFX_report_event_picture_RAJ_Hyderabad_Palace
	trigger = {
		any_owned_state = {
			is_core_of = HYD
			has_state_flag = princely_state_independence
		}
	}
	mean_time_to_happen = {
		days = 200
	}
	option = {
		name = india.420.a
		427 = {
			clr_state_flag = princely_state_independence
			princely_state_annexation = yes
		}
		HYD = {
			transfer_state = 427
		} {
			hidden_effect = {
				load_oob = HYD_Scripted
				add_offsite_building = {
					type = arms_factory
					level = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_the_rocky_mountain_rangers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_the_rocky_mountain_rangers
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = CAN_red_deer_training_camp
	}
	x = 1
	y = 5
	relative_position_id = CAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_the_rocky_mountain_rangers
			bonus = 1.0
			uses = 1
			category = mountaineers_tech
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.50
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.50
	title = BBA_ethiopia_exile_events.50.t
	desc = BBA_ethiopia_exile_events.50.desc
	is_triggered_only = yes
	picture = GFX_report_event_german_volunteers
	option = {
		name = BBA_ethiopia_exile_events.50.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = ITA
			modifier = ETH_false_flag_border_incident
		}
	}
}
### Entity: Name List
Component: KOL
Source: game
File: common/names/00_names.txt

Code:
KOL = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_invite_soviet_tank_makers
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_invite_soviet_tank_makers
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = BEL_soviet_guarantee
	}
	relative_position_id = BEL_soviet_guarantee
	x = 1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = SOV_kirov_organization
			mio:SOV_kirov_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BEL_kirov
		}
	}
}