Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: MEN_prince_demchugdongrub
Constructs: has_country_leader
Source: game
File: common/characters/MEN.txt

Code:
MEN_prince_demchugdongrub = {
	name = MEN_prince_demchugdongrub
	portraits = {
		civilian = {
			large = GFX_portrait_men_demchugdongrub
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			MEN_borjigin_descendant
		}
		expire = 1965.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			cavalry_leader organizer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = MEN_prince_demchugdongrub
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_expand_ship_building_industry
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_to_variable, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_expand_ship_building_industry
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = FIN_strengthen_the_naval_bases
	} {
		focus = FIN_acquire_andros_dockyards
	}
	x = 0
	y = 1
	relative_position_id = FIN_strengthen_the_naval_bases
	cost = 10
	available = {
		OR = {
			has_full_control_of_state = 111 928 149
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_navy_ns_intro
		add_to_variable = {
			FIN_finnish_navy_production_speed_dockyard_factor = 0.1
			tooltip = production_speed_dockyard_factor_tt
		}
		if = {
			limit = {
				111 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			111 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				928 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			928 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				149 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			149 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: State History
Component: 222
Constructs: add_core_of
Source: game
File: history/states/222-Orel.txt

Code:
state = {
	id = 222
	name = STATE_222
	manpower = 1218607
	state_category = rural
	resources = {
		steel = 40
		chromium = 8
	}
	history = {
		owner = SOV
		victory_points = {
			9355 10
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 4
		}
		add_core_of = SOV
	}
	provinces = {
		302 328 384 6355 9328 9355 9384 9411 11214 11283 11310 11337 11368
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_FIN_winter_war_defense_in_depth
Constructs: has_war_with, is_ai, has_wargoal_against
Source: game
File: common/ai_strategy/FIN_EAI.txt

Code:
EAI_FIN_winter_war_defense_in_depth = {
	allowed = {
		tag = FIN
	}
	enable = {
		SOV = {
			is_ai = no
		}
		OR = {
			has_war_with = SOV
			SOV = {
				has_wargoal_against = FIN
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				OR = {
					has_war_with = SOV
					SOV = {
						has_wargoal_against = FIN
					}
				}
			}
		}
	}
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.3
		states = {
			928 930
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 500
		execution_type = careful
		tag = SOV
	}
}
### Entity: Character
Component: r56_rom_outspoken_populist
Constructs: stability_factor, war_support_factor, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_rom_outspoken_populist = {
	random = no
	stability_factor = -0.15
	political_power_factor = 0.15
	war_support_factor = 0.05
	conscription_factor = 0.1
}
### Entity: Idea
Component: POR_the_portuguese_new_economic_policy
Constructs: production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_the_portuguese_new_economic_policy = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_weekly = 0.001
		production_speed_buildings_factor = 0.1
		production_factory_efficiency_gain_factor = 0.15
		communism_drift = 0.01
		global_building_slots_factor = 0.05
	}
}
### Entity: Idea
Component: raufoss_ammunisjonsfabrikker
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/norway.txt

Code:
raufoss_ammunisjonsfabrikker = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: State History
Component: 961
Constructs: add_core_of, add_to_array
Source: game
File: history/states/961-Banja Luka.txt

Code:
state = {
	id = 961
	name = STATE_961
	manpower = 714350
	resources = {
		aluminium = 3
	}
	state_category = rural
	history = {
		owner = YUG
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			6983 3
		}
		add_core_of = YUG BOS
		add_to_array = {
			state_victory_points = 6983
		}
	}
	provinces = {
		3985 6614 6619 6983 9586
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: has_custom_difficulty_setting
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_custom_difficulty_setting

* Supported Scopes: any
* Supported Targets: any

```
Returns true if the game has the specified custom difficulty on: 
Example: has_custom_difficulty_setting = TheAxisIndustry
```
### Entity: Modifier Reference
Construct: max_surrender_limit_offset
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_surrender_limit_offset

* Number with 2 decimal places
* **Categories**: country
### Entity: Event
Component: BBA_ethiopia_exile_events.33
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.33
	title = BBA_ethiopia_exile_events.33.t
	desc = BBA_ethiopia_exile_events.33.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_conference
	option = {
		name = BBA_ethiopia_exile_events.33.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: 100 Shih Ti-i Lu
Constructs: division_template
Source: game
File: history/units/r56_XSM_1936.txt

Code:
division = {
	name = 100 Shih Ti-i Lu
	location = 12846
	division_template = Tuli Ch'iping Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Unit Template
Component: USA_STATES
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_STATES = {
	name = NAME_THEME_STATES
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_heavy ship_hull_carrier ship_hull_submarine
	}
	prefix = USS 
	unique = {
		Alabama Arizona Arkansas California Colorado Connecticut Delaware Florida Georgia Indiana Idaho Iowa Illinois Kansas Kentucky Louisiana Maine Maryland Massachusetts Michigan Minnesota Mississippi Missouri Montana Nebraska Nevada New Hampshire New Jersey New Mexico New York North Carolina North Dakota Ohio Oklahoma Oregon Pennsylvania Rhode Island South Carolina South Dakota Tennessee Texas Utah Vermont Virginia Washington West Virginia Wisconsin Wyoming
	}
}
### Entity: Character
Component: KOR_jiro_minami
Source: game
File: common/characters/KOR.txt

Code:
KOR_jiro_minami = {
	name = KOR_jiro_minami
	portraits = {
		civilian = {
			large = GFX_portrait_KOR_jiro_minami
			small = GFX_portrait_KOR_jiro_minami_small
		}
	}
}
### Entity: Character
Component: SOL_ncs
Source: game
File: common/characters/SOL.txt

Code:
SOL_ncs = {
	advisor = {
		slot = high_command
		idea_token = SOL_ncs
		ledger = navy
		allowed = {
			original_tag = SOL
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_modernize_the_airforce
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_modernize_the_airforce
	icon = GFX_goal_generic_air_doctrine
	x = 2
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_rebuild_the_military
	}
	relative_position_id = VIC_rebuild_the_military
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = VIC_modernize_the_airforce
			category = light_fighter cas_bomber tactical_bomber
			bonus = 2
			uses = 2
		}
	}
}
### Entity: Decision
Component: SOV_propaganda_campaigns
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_propaganda_campaigns = {
	priority = 100
	icon = SOV_propaganda
	scripted_gui = sov_propaganda_campaigns_ui
	allowed = {
		original_tag = SOV
	}
	visible = {
		OR = {
			has_completed_focus = SOV_expand_the_agitprop
			has_country_flag = SOV_debug_show_propaganda_system_flag
		}
	}
}
### Entity: Idea
Component: student_mobilization_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
student_mobilization_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		land_doctrine_cost_factor = -0.05
	}
}
### Entity: Event
Component: KMT_event.32
Constructs: is_triggered_only, ai_chance, has_country_flag, set_country_flag, complete_national_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.32
	title = KMT_event.32.t
	desc = KMT_event.32.desc
	picture = GFX_report_event_DEN_denmark_surrenders
	is_triggered_only = yes
	option = {
		name = KMT_event.32.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				has_country_flag = KMT_wjw_ai_path
			}
		}
		set_country_flag = KMT_wjw_visible
		mark_focus_tree_layout_dirty = yes
		complete_national_focus = KMT_wang_jingweis_rise
	} {
		name = KMT_event.32.b
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_country_flag = KMT_wjw_ai_path
			}
		}
		PRC = {
			country_event = KMT_event.33
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_reduce_military_training_age
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_reduce_military_training_age
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = SWI_all_adults_training
	}
	x = 1
	y = 1
	relative_position_id = SWI_all_adults_training
	cost = 5
	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
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_reduced_training_age
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_armens_jagarskola
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_armens_jagarskola
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = SWE_modern_command_structure
	} {
		focus = SWE_royal_military_academy
	}
	relative_position_id = SWE_royal_military_academy
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = SWE_armens_jagarskola
			bonus = 1.5
			uses = 2
			category = r56_jaeger_infantry_tech
		}
		set_technology = {
			SWE_svenska_jagare = 1
		}
		custom_effect_tooltip = SWE_armens_jagarskola_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_303
Source: game
File: history/units/PRU_1936_air_legacy.txt

Code:
air_wings = {
	303 = {
		fighter_equipment_0 = {
			owner = PRU
			amount = 27
		}
		CAS_equipment_1 = {
			owner = PRU
			amount = 18
		}
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.3
Constructs: is_triggered_only, ai_chance, limit, has_government, set_country_flag, set_cosmetic_tag, every_other_country, create_wargoal
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.3
	title = AAT_Sweden_nationalists.3.t
	desc = AAT_Sweden_nationalists.3.desc
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.3.a
		ai_chance = {
			base = 10
		}
		set_country_flag = SWE_is_reichsprotectorate_flag
		set_cosmetic_tag = SWE_reichs_protectorate
		FROM = {
			puppet = {
				target = FROM
				end_civil_wars = no
			}
			every_other_country = {
				limit = {
					original_tag = SWE
					NOT = {
						has_government = fascism
					}
				}
				PREV = {
					create_wargoal = {
						target = PREV
						type = puppet_wargoal_focus
					}
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.57
Constructs: is_triggered_only, release_on_controlled
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.57
	title = BBA_italy_anti_colonialism_events.57.t
	desc = BBA_italy_anti_colonialism_events.57.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.53.a
		custom_effect_tooltip = ITA_release_colonies_west_africa_tt
		hidden_effect = {
			release_on_controlled = MRT SEN GAM GNB GNA MLI SIE LIB IVO GHA VOL TOG DAH NGA NGR
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_light_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_light_bomber_focus
	icon = GFX_focus_SWE_marauder_bombers
	prerequisite = {
		focus = PHI_fighter_modernisation
	}
	mutually_exclusive = {
		focus = PHI_medium_bomber_focus
	}
	relative_position_id = PHI_heavy_fighter_concept
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = PHI_light_bomber_focus
				technology = early_bombs aa_cannon_1 aa_cannon_2
				bonus = 0.5
				uses = 1
			}
			create_equipment_variant = {
				name = A-17
				type = small_plane_cas_airframe_1
				modules = {
					fixed_main_weapon_slot = small_bomb_bay
					fixed_auxiliary_weapon_slot_1 = light_mg_4x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_USA_CAS1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_light_bomber_focus
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_appropriate_the_gokturks
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_appropriate_the_gokturks
	icon = GFX_goal_TUR_pan_turan
	prerequisite = {
		focus = TAN_Fanaticism
	}
	x = 0
	y = 1
	relative_position_id = TAN_Fanaticism
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = fascism
		num_of_controlled_states = > 4
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = TAN_true_heirs_of_the_gokturks_idea
	}
}
### Entity: Trigger Reference
Construct: agency_upgrade_number
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## agency_upgrade_number

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the number of upgrade done in the intelligence agency. 
agency_upgrade_number > 4
```
### Entity: National Focus
Tree: ger_focus
Component: GER_demand_further_polish_concessions
Constructs: prerequisite, limit, owns_state, has_war_with, has_country_flag, completion_reward, is_subject, has_army_manpower
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_demand_further_polish_concessions
	icon = GFX_focus_GER_further_demands_for_polish_territory
	prerequisite = {
		focus = GER_restore_eastern_imperial_possessions
	}
	x = 0
	y = 1
	relative_position_id = GER_restore_eastern_imperial_possessions
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 849999
		}
		NOT = {
			is_in_faction_with = POL
			has_war_with = POL
		}
		POL = {
			is_subject = no
			exists = yes
			OR = {
				owns_state = 87 98 97
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = POL
			is_in_faction_with = POL
			POL = {
				is_subject = yes
			}
			has_country_flag = GER_kaiserreich_decided_not_to_attack_poland
		}
	}
	will_lead_to_war_with = POL
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		87 = {
			add_claim_by = GER
		}
		98 = {
			add_claim_by = GER
		}
		97 = {
			add_claim_by = GER
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt
		add_named_threat = {
			threat = 5
			name = GER_demand_further_polish_concessions
		}
		if = {
			limit = {
				any_state = {
					OR = {
						state = 87 98 97
					}
					is_fully_controlled_by = POL
				}
			}
			POL = {
				country_event = {
					id = wuw_GER_realpolitik.20
					hours = 12
					random_hours = 24
				}
			}
		}
		effect_tooltip = {
			GER_poland_modify_mefo_bills_or_economy_of_conquest = yes
			POL = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 87 98 97
						}
					}
					display_individual_scopes = yes
					ROOT = {
						transfer_state = PREV
						add_state_core = PREV
					}
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_news.18
Constructs: is_triggered_only, is_in_faction_with, is_capital, is_on_continent, has_added_tension_amount
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.18
	title = mtg_news.18.t
	desc = mtg_news.18.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.18.a
		trigger = {
			OR = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
	} {
		name = mtg_news.18.b
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				is_in_faction_with = ENG
			}
			any_owned_state = {
				is_capital = yes
				is_on_continent = europe
			}
			has_added_tension_amount = > 0.1
			num_of_factories = > 50
		}
	} {
		name = mtg_news.18.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				is_in_faction_with = ENG
			} {
				AND = {
					any_owned_state = {
						is_capital = yes
						is_on_continent = europe
					}
					has_added_tension_amount = > 0.1
					num_of_factories = > 50
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_100
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_100 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 100
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 100
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_raiding_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_raiding_focus
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = CZE_destroyer_catchup_1
	} {
		focus = CZE_cruiser__catchup_1
	}
	mutually_exclusive = {
		focus = CZE_capital_focus
	}
	x = -1
	y = 3
	relative_position_id = CZE_access_to_the_sea
	cost = 10
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_raiding_focus
			bonus = 0.1
			days = 240
			track = screens
		} {
			name = CZE_raiding_focus
			bonus = 0.1
			days = 240
			track = submarines
		}
		add_doctrine_cost_reduction = {
			name = CZE_raiding_focus
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: AI Strategy
Component: GRE_fascist_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_fascist_plan = {
	name = Greece Fascist Plan
	desc = Greece will become a National Socialist republic and attempt to join the Axis alongside Turkey
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			has_country_flag = GRE_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = GRE_ai_behavior
				option = FASCISM
			}
		}
	}
	abort = {
		OR = {
			GER = {
				has_completed_focus = GER_second_ljubljana_award
			} {
				has_completed_focus = GER_war_with_greece
			}
			AND = {
				ITA = {
					has_completed_focus = ITA_pact_of_steel ITA_war_with_greece
				}
			} {
				ITA = {
					has_completed_focus = ITA_italy_first ITA_befriend_turkey
				}
				GER = {
					NOT = {
						has_government = fascism
					}
				}
			} {
				GER = {
					NOT = {
						has_government = fascism
					}
				}
				ITA = {
					NOT = {
						has_government = fascism
					}
				}
			}
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_the_kings_government GRE_force_the_farmers_into_factories GRE_metaxism_focus GRE_four_year_plan GRE_hellenic_armed_forces GRE_the_hellenic_navy GRE_greek_autarky GRE_paying_back_our_debts_in_bulk GRE_open_up_the_country GRE_the_hellenic_spirit GRE_a_modern_navy GRE_the_national_youth_organisation GRE_crack_down_on_the_republicans GRE_recruit_the_fascists GRE_fiscal_responsibility GRE_increase_our_mining_operations GRE_following_in_the_footsteps_of_giants GRE_the_hellenic_army GRE_the_backbone_of_our_army GRE_mobilise_our_economy GRE_the_modern_movement GRE_a_legacy_of_war GRE_bolster_the_schachtplan GRE_mobilise_our_economy GRE_cement_greco_german_ties GRE_clear_the_slums GRE_bedrock_of_balkan_financial_stability GRE_crack_down_on_foreign_monopolies GRE_hellenoturkism GRE_subjugating_the_bulgarians GRE_last_country_standing GRE_greece_and_turkey_in_the_axis GRE_disrupting_the_great_powers GRE_a_long_and_proud_tradition GRE_moulding_the_new_world_order GRE_new_weapons_old_tricks GRE_lignite_liquefaction GRE_the_hellenic_air_force GRE_extracting_more_from_our_soil
	}
	research = {

	}
	ideas = {
		GRE_xenophon_giosmas = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}