Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_promote_political_cooperation
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_promote_political_cooperation
	icon = GFX_goal_generic_freedom
	x = 0
	y = 1
	relative_position_id = VEN_legalize_communism
	cost = 10
	prerequisite = {
		focus = VEN_legalize_communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_corruption
			add_idea = VEN_corruption_3
		}
	}
}
### Entity: Character
Component: PHI_jesus_villamor
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_jesus_villamor = {
	name = PHI_jesus_villamor
	portraits = {
		army = {
			small = GFX_portrait_PHI_jesus_villamor_small
		}
	}
	advisor = {
		slot = air_chief
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		idea_token = PHI_jesus_villamor
		ledger = air
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Military Industrial Organization
Component: AST_de_havilland_australia_organization
Constructs: has_dlc, add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_de_havilland_australia_organization = {
	name = AST_de_havilland_australia_organization
	include = generic_medium_aircraft_organization
	icon = GFX_idea_AST_da_havilland_australia
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	add_trait = {
		token = AST_mio_trait_mosquito_local_production
		name = AST_mio_trait_mosquito_local_production
		icon = GFX_generic_mio_department_icon_plane_medium_line_efficiency
		special_trait_background = yes
		relative_position_id = generic_mio_trait_mixed_material_construction
		position = {
			x = -1
			y = 1
		}
		any_parent = {
			generic_mio_trait_mixed_material_construction
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	} {
		token = AST_mio_trait_timber_frame_mastery
		name = AST_mio_trait_timber_frame_mastery
		icon = GFX_generic_mio_trait_icon_resources
		special_trait_background = yes
		relative_position_id = AST_mio_trait_mosquito_local_production
		position = {
			x = 0
			y = 1
		}
		any_parent = {
			AST_mio_trait_mosquito_local_production
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
		}
	} {
		token = AST_mio_trait_high_altitude_calibration
		name = AST_mio_trait_high_altitude_calibration
		icon = GFX_generic_mio_trait_icon_naval_range
		special_trait_background = yes
		relative_position_id = generic_mio_trait_high_frequency_direction_finding
		position = {
			x = 0
			y = 1
		}
		all_parents = {
			generic_mio_trait_extra_machine_guns generic_mio_trait_high_frequency_direction_finding
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_range = 0.05
			air_bombing = 0.05
		}
	}
}
### Entity: Decision
Component: SWE_find_an_alliance_category
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_government, has_war_with, fire_only_once, has_capitulated
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_find_an_alliance_category = {
	SWE_join_demo_from_factionname = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = SWE
		}
		available = {
			has_capitulated = no
			is_subject = no
			is_in_faction = no
			NOT = {
				has_idea = ROOT_diplomatic_effort
			}
		}
		visible = {
			is_subject = no
			has_completed_focus = SWE_neutral_no_more
			is_in_faction = no
		}
		target_trigger = {
			FROM = {
				capital_scope = {
					is_core_of = FROM
					is_on_continent = Europe
				}
				is_faction_leader = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 5
			modifier = {
				ROOT = {
					has_government = democratic
				}
				factor = 10
			}
		}
		days_remove = 30
		complete_effect = {
			add_ideas = ROOT_diplomatic_effort
		}
		remove_effect = {
			remove_ideas = ROOT_diplomatic_effort
			if = {
				limit = {
					FROM = {
						is_faction_leader = yes
					}
				}
				FROM = {
					country_event = generic.2
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_suedtirol_outbreak
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_suedtirol_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 6
	} {
		r56_bundeslaender_div_prov = 9630
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_suedtirol_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_suedtirol_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_suedtirol_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_suedtirol_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	848 = {
		r56_bundeslaender_create_unit = yes
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_join_comintern_pfot
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_join_comintern_pfot
	text = CZE_join_comintern
	icon = GFX_focus_generic_join_comintern
	cost = 5
	prerequisite = {
		focus = CZE_exchange_military_expertise
	}
	relative_position_id = CZE_exchange_military_expertise
	x = 0
	y = 1
	available = {
		is_subject = no
		is_in_faction = no
		SOV = {
			exists = yes
			is_faction_leader = yes
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SPA_miguel_ponte
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_miguel_ponte = {
	name = SPA_miguel_ponte
	portraits = {
		army = {
			small = GFX_idea_SPA_miguel_ponte
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SPA_miguel_ponte
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPA_no_compromise_on_carlist_ideals
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
	}
}
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_tier_1
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_tier_1 = {
	OR = {
		has_idea = JAP_naval_faction_tier_1_equal_army JAP_naval_faction_tier_1_lesser_1 JAP_naval_faction_tier_1_lesser_2 JAP_naval_faction_tier_1_lesser_3 JAP_naval_faction_tier_1
	}
}
### Entity: Unit Template
Component: BHU_MTN_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dth Gurkha Division
	ordered = {
		1 = {
			%dst Gurkha Division
		}
		2 = {
			%dnd Gurkha Division
		}
		3 = {
			%drd Gurkha Division
		}
		4 = {
			%dth Gurkha Division
		}
		5 = {
			%dth Gurkha Division
		}
		6 = {
			%dth Gurkha Division
		}
		7 = {
			%dth Gurkha Division
		}
		8 = {
			%dth Gurkha Division
		}
		9 = {
			%dth Gurkha Division
		}
		10 = {
			%dth Gurkha Division
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.35
Constructs: is_triggered_only, ai_chance, limit, has_government, has_dlc, add_equipment_subsidy, has_opinion
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.35
	title = ww_BEL_event_diplomatic.35.t
	desc = ww_BEL_event_diplomatic.35.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.35.a
		ai_chance = {
			base = 6
			modifier = {
				factor = 10
				has_government = ROOT
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1500
				equipment_type = infantry_equipment
				seller_tags = {
					FROM
				}
			}
			FROM = {
				add_equipment_subsidy = {
					cic = 1500
					equipment_type = light_tank_chassis
					seller_tags = {
						ROOT
					}
				}
			}
			hidden_effect = {
				FROM = {
					country_event = {
						id = ww_BEL_event_diplomatic.36
						hours = 6
					}
				}
			}
		}
	} {
		name = ww_BEL_event_diplomatic.35.b
		ai_chance = {
			base = 4
			modifier = {
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.37
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: SAN_ermenegildo_gasperoni
Source: game
File: common/characters/SAN.txt

Code:
SAN_ermenegildo_gasperoni = {
	name = Ermenegildo Gasperoni
	portraits = {
		civilian = {
			large = gfx/leaders/SAN/r56_portrait_SAN_Ermenegildo_Gasperoni.dds
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			veteran_communist r56_trait_opposed_to_fascism
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: BUL_democratic_socialist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_alternate_strategy_plan.txt

Code:
BUL_democratic_socialist = {
	name = Democratic - Socialist
	desc = The government led by Nikola Mushanov will follow socialist policies, seeking to improve its relations with neighboring nations to form a new Balkan Entente with which to defend itself against foreign aggressors.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_DEMOCRATIC_SOCIALIST
			has_game_rule = {
				rule = BUL_ai_behavior
				option = DEMOCRATIC_SOCIALIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		BUL_acquire_modern_tools BUL_negotiate_bulgarian_rearmament BUL_oppose_the_royal_dictatorship BUL_democratic_principles BUL_condemn_macedonian_organizations BUL_cooperate_with_the_zveno BUL_legalize_the_agrarian_party BUL_form_a_popular_bloc BUL_improve_the_road_system BUL_invigorate_national_industry BUL_reorganize_the_military_industry BUL_full_voting_rights_for_women BUL_abolish_the_monarchy BUL_legislative_elections BUL_the_salonika_agreement BUL_expand_sofia_university BUL_georgi_benkovski_aircraft_repair_facilities BUL_a_balkan_confederation BUL_bury_the_grudges_of_the_past BUL_ban_far_right_organizations BUL_darzhavna_voenna_fabrika BUL_rebuild_the_army BUL_vasil_levsky_national_military_university BUL_found_dvf_sopot BUL_consolidate_the_third_bulgarian_state BUL_prussia_of_the_balkans BUL_increase_industry_investments BUL_land_reorganization BUL_national_military_academy BUL_balkan_research_cooperation BUL_pilot_training_program BUL_agrarian_cooperative_movement BUL_balkan_trade_union_secretariat BUL_united_we_shall_prevail BUL_national_railway_lines BUL_light_metal_exploitation BUL_a_black_sea_fleet BUL_improve_coastal_defenses BUL_reinforce_naval_bases BUL_steel_plant_in_pernik BUL_darzhavna_aeroplanna_rabotilnitsa BUL_utmost_optimization BUL_supremacy_on_the_bosporus BUL_recover_italian_territories BUL_the_unification_of_the_balkans BUL_darzhavna_samoletna_fabrika BUL_expand_varna_naval_base BUL_war_logistics BUL_develop_burgas_shipyards BUL_fight_tyranny
	}
	focus_factors = {
		BUL_power_to_the_tsar = 0
		BUL_appoint_communist_ministers = 0
		BUL_seek_cooperation_with_the_tsar = 0
		BUL_support_macedonian_organizations = 0
		BUL_dissolve_the_military_union = 0
		BUL_restrained_paramilitary_organizations = 0
		BUL_join_the_allies = 0
		BUL_free_balkan_states = 0
		BUL_attract_foreign_capita
# ... (truncated)
### Entity: Idea
Component: INS_political_idea
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = indonesia_flag
	modifier = {
		neutrality_drift = -0.03
		stability_factor = -0.15
		political_power_factor = -0.25
	}
}
### Entity: Achievement
Component: forge_of_victory
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
forge_of_victory = {
	id = 28
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = BEL
	}
	happened = {
		num_of_factories = > 49
	}
}
### Entity: Unit Leader
Component: panzer_leader
Constructs: gain_xp, check_expr
Source: game
File: common/unit_leader/00_traits.txt

Code:
panzer_leader = {
	type = corps_commander
	gain_xp = {
		check_expr = {
			value = num_armored
			greater_than = {
				value = num_units
				multiply = 0.4
			}
		}
	}
	custom_gain_xp_trigger_tooltip = armored_ratio_over_40
	cost = 700
	modifier = {
		army_armor_speed_factor = 0.05
		army_armor_attack_factor = 0.16
	}
	ai_will_do = {
		factor = 1
	}
	attack_skill_factor = 2
	gui_row = 1
	slot = high_command
	specialist_advisor_trait = army_armored_1
	expert_advisor_trait = army_armored_2
	genius_advisor_trait = army_armored_3
}
### Entity: Idea
Component: r56_LUX_polarized_society
Constructs: war_support_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_polarized_society = {
	picture = trotskyite_plot
	modifier = {
		war_support_factor = -0.1
		political_power_factor = -0.15
		political_advisor_cost_factor = 0.33
	}
}
### Entity: Character
Component: URG_arnulf_fuhrmann
Constructs: has_government
Source: game
File: common/characters/URG.txt

Code:
URG_arnulf_fuhrmann = {
	portraits = {
		civilian = {
			large = GFX_portrait_URG_arnulf_fuhrmann
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			the_german_connection
		}
		expire = 1944.1.1.12
		id = -1
	}
	field_marshal = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Event
Component: china.103
Constructs: is_triggered_only, set_global_flag, annex_country
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.103
	title = china.103.t
	desc = china.103.d
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = china.103.a
		set_global_flag = CHI_unite_PRC
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Order of Battle
Component: XXVIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXVIII Brigada Internacionales
	location = 3794
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_form_the_chinese_womens_national_war_relief_society
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_game_rule, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_form_the_chinese_womens_national_war_relief_society
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = CHI_inspect_the_troops CHI_our_people_in_the_legislative
	}
	x = -6
	y = 2
	relative_position_id = CHI_inspect_the_troops
	offset = {
		x = 6
		y = 0
		trigger = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = 3
		y = -1
		trigger = {
			has_completed_focus = CHI_denounce_feudalism
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_form_the_chinese_womens_national_war_relief_society
			bonus = 1
			uses = 1
			category = hospital_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CHI_chinese_womens_national_war_relief_society
	}
}
### Entity: National Focus
Component: wuw_HUN_end_the_regency
Constructs: has_completed_focus, limit, has_government, completion_reward, add_political_power, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_end_the_regency
	icon = GFX_focus_hun_elect_a_king
	mutually_exclusive = {
		focus = wuw_HUN_continue_the_regency wuw_HUN_end_the_white_terror
	}
	x = 17
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			}
		}
	}
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_establishing_a_new_dynasty
		}
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_horthy_admiral_tt generic_skip_one_line_tt available_political_advisor
		set_party_name = {
			ideology = neutrality
			long_name = HUN_legitimists_party_long
			name = HUN_legitimists_party
		}
		show_ideas_tooltip = HUN_jusztinian_seredi HUN_gusztav_gratz
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Water
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Water
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: ven_focus
Component: VEN_attack_america_communist
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_puppet, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_attack_america_communist
	icon = GFX_focus_eng_crush_the_dream
	relative_position_id = VEN_venezuelan_way_of_communism
	x = -1
	y = 5
	cost = 10
	available = {
		is_puppet = no
		USA = {
			exists = yes
			NOT = {
				has_government = communism
				has_war_with = VEN
				is_in_faction_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_push_to_end_captalism
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 0
	}
	will_lead_to_war_with = USA
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = USA
			expire = 0
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_MA_aifc_breakthrough_priority
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MA_aifc_breakthrough_priority = {
	enable = {
		has_completed_track = operations
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 20
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reform_the_tax_system
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_reform_the_tax_system
	icon = GFX_goal_generic_consumer_goods
	cost = 10
	prerequisite = {
		focus = PER_align_the_army
	}
	x = -1
	y = 1
	relative_position_id = PER_align_the_army
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = PER_reform_the_tax_system
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_an_economy_unbound
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_an_economy_unbound
	icon = GFX_focus_SWE_landsverk
	prerequisite = {
		focus = RAJ_india_indivisible
	}
	x = -3
	y = 1
	relative_position_id = RAJ_india_indivisible
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_an_economy_unbound
			days = 260
		}
	}
}
### Entity: Event
Component: nsb_news.301
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.301
	title = nsb_news.301.t
	desc = nsb_news.301.d
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.301.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.301.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Country History
Country: POR
Component: POR_army
Source: game
File: history/countries/POR - Portugal.txt

Code:
# OOB & Army Setup for POR
oob = POR_1936
### Entity: National Focus
Tree: swi_focus
Component: SWI_ban_national_movement_for_switzerland
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_ban_national_movement_for_switzerland
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = SWI_pro_helvetia
	}
	x = -3
	y = 1
	relative_position_id = SWI_pro_helvetia
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_any_fascist_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = > SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				SWI_is_historical_ai = no
			}
			if = {
				limit = {
					GER = {
						exists = yes
						has_government = fascism
					}
				}
				GER = {
					add_opinion_modifier = {
						modifier = SWI_banned_national_front
						target = ROOT
					}
				}
			} {
				limit = {
					ITA = {
						exists = yes
						has_government = fascism
					}
				}
				ITA = {
					add_opinion_modifier = {
						modifier = SWI_banned_national_front
						target = ROOT
					}
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					has_government = democratic
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_rejected_fascists
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		add_political_power = 120
	}
}