Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: POL_new_military_academy_idea
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_new_military_academy_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		military_leader_cost_factor = -0.3
		army_leader_start_level = 1
		army_leader_start_planning_level = 1
	}
}
### Entity: Scripted Effect
Component: den_calculate_middle
Constructs: limit, check_variable, set_variable, clear_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_calculate_middle = {
	if = {
		limit = {
			check_variable = {
				den_middle_influence = > 0
			}
		}
		set_variable = {
			den_middle_defence = den_middle_loyalty
		}
		multiply_variable = {
			den_middle_defence = 10
		} {
			den_middle_defence = 0.01
		} {
			den_middle_defence = 0.02
		}
		round_variable = den_middle_defence
		subtract_from_variable = {
			den_middle_defence = 0.1
		}
	} {
		limit = {
			check_variable = {
				den_middle_influence = > 34
			}
		}
		set_variable = {
			den_middle_consumer = den_middle_loyalty
		}
		multiply_variable = {
			den_middle_consumer = 28
		} {
			den_middle_consumer = 0.01
		} {
			den_middle_consumer = 0.01
		} {
			den_middle_consumer = -1
		}
		round_variable = den_middle_consumer
		subtract_from_variable = {
			den_middle_consumer = 0.14
		}
	} {
		limit = {
			check_variable = {
				den_middle_influence = > 64
			}
		}
		set_variable = {
			den_middle_pp = den_middle_loyalty
		}
		multiply_variable = {
			den_middle_pp = 20
		} {
			den_middle_pp = 0.01
		} {
			den_middle_pp = 0.01
		}
		round_variable = den_middle_pp
		subtract_from_variable = {
			den_middle_pp = 0.1
		}
	}
	else = {
		set_variable = {
			den_middle_defence = 0
		}
	} {
		clear_variable = den_middle_consumer
	} {
		clear_variable = den_middle_pp
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_establish_heimevernet
Constructs: prerequisite, remove_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_establish_heimevernet
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = NOR_encourage_recreational_shooting
	} {
		focus = NOR_urban_defenses
	}
	x = 1
	y = 3
	relative_position_id = NOR_army
	ai_will_do = {
		base = 20
	}
	cost = 15
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = NOR_winter_training
		swap_ideas = {
			remove_idea = NOR_recreational_shooting
			add_idea = NOR_heimevernet
		}
		army_experience = 20
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_total_neutrality
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_total_neutrality
	icon = GFX_goal_anschluss
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_restore_neutrality
	prerequisite = {
		focus = LUX_restore_neutrality
	}
	available = {
		has_idea = r56_legacy_of_luxembourg_crisis_1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_restored_neutrality
			add_idea = r56_LUX_total_neutrality
		}
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ROM_acquire_modern_tanks
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_acquire_modern_tanks = {
	picture = generic_acquire_tanks
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		license_armor_purchase_cost = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_80
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_80 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 80
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 80
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/armor_width
Constructs: limit, has_country_flag, random_list, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/armor_width = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_40w_armor_width = yes
							NOT = {
								EAI_40w_armor_width = yes
								EAI_26w_armor_width = yes
								EAI_20w_armor_width = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 2
				OR = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
					} {
						EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
					}
				}
			} {
				factor = 2
				check_variable = {
					EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
				}
			} {
				factor = 0.25
				NOT = {
					EAI_major_country = yes
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_26w_armor_width = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_20w_armor_width = yes
							NOT = {
								EAI_40w_armor_width = yes
								EAI_26w_armor_width = yes
								EAI_20w_armor_width = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/armor_width_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/armor_width = global.EAI_HISTORICAL
		}
	}
}
### Entity: Modding Documentation
Construct: massconquer
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## massconquer
* Aliases: massc
* Not available in release build

Mass conquer tool.
### Entity: Scripted Effect
Component: ITA_add_modern_musculus_sh_tank_template_and_production
Constructs: create_equipment_variant, add_equipment_production
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_modern_musculus_sh_tank_template_and_production = {
	create_equipment_variant = {
		name = Cataphract Mortis
		type = super_heavy_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_super_heavy_cannon
			turret_type_slot = tank_super_heavy_three_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_welded_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = armor_skirts
			special_type_slot_2 = secondary_turret_small_cannon
			special_type_slot_3 = additional_machine_guns
			special_type_slot_4 = wet_ammo_storage
		}
		upgrades = {
			tank_nsb_engine_upgrade = 16
			tank_nsb_armor_upgrade = 12
		}
		icon = GFX_ITA_super_heavy_tank_medium
	}
	add_equipment_production = {
		equipment = {
			type = super_heavy_tank_chassis_1
			creator = ITA
			version_name = Caesar
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 50
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_owners_of_the_mountains
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_owners_of_the_mountains
	prerequisite = {
		focus = PRU_the_problem_of_the_quechuas
	}
	icon = GFX_goal_PRU_indigenous_peru
	x = 2
	y = 3
	relative_position_id = PRU_look_to_the_past
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 150
	}
}
### Entity: Idea
Component: idea_SIA_death_to_communists
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_death_to_communists = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.1
	}
}
### Entity: Scripted Effect
Component: BUL_ff_tries_to_stage_a_coup_effect
Constructs: has_war, limit, has_government, has_war_with, has_country_flag, is_historical_focus_on, random_hours, set_country_flag
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_ff_tries_to_stage_a_coup_effect = {
	if = {
		limit = {
			is_historical_focus_on = yes
			BUL_historical_requirements_met = yes
		}
		log = Forced Fatherland Front coup
		country_event = {
			id = bftb_bulgaria_fatherland_front.2
			hours = 4
			random_hours = 4
		}
		set_country_flag = BUL_forced_ff_coup_flag
	}
	else = {
		set_variable = {
			BUL_ff_coup_probability = -100
		}
		if = {
			limit = {
				has_war = yes
			}
			add_to_variable = {
				BUL_ff_coup_probability = 15
			}
			if = {
				limit = {
					has_war_with = SOV
					OR = {
						NOT = {
							has_country_flag = BUL_at_war_with_the_soviets_flag
						}
						has_country_flag = {
							flag = BUL_at_war_with_the_soviets_flag
							days = > 180
						}
					}
				}
				add_to_variable = {
					BUL_ff_coup_probability = 10
				}
				if = {
					limit = {
						SOV = {
							has_government = communism
						}
					}
					add_to_variable = {
						BUL_ff_coup_probability = 40
					}
				}
			}
		} {
			limit = {
				any_allied_country = {
					has_war_with = SOV
				}
			}
			add_to_variable = {
				BUL_ff_coup_probability = 10
			}
			if = {
				limit = {
					SOV = {
						has_government = communism
					}
				}
				add_to_variable = {
					BUL_ff_coup_probability = 15
				}
			}
		} {
			limit = {
				any_neighbor_country = {
					tag = SOV
				}
				has_government = communism
			}
			add_to_variable = {
				BUL_ff_coup_probability = 5
			}
			if = {
				limit = {
					SOV = {
						any_controlled_state = {
							has_state_flag = BUL_initial_bulgarian_state_flag
							is_in_home_area = yes
						}
					}
				}
				add_to_variable = {
					BUL_ff_coup_probability = 15
				}
				if = {
					limit = {
						OR = {
							any_allied_country = {
								has_war_with = SOV
							}
							has_war_with = SOV
						}
					}
					add_to_variable = {
						BUL_ff_coup_probability = 100
					}
				}
			}
		} {
			limit = {
				SOV = {
					any_controlled_state = {
						is_core_of = GER
					}
				}
			}
			add_to_variable = {
				BUL_ff_coup_probability = 5
			}
			if = {
				limit = {
					SOV = {
						any_controlled_state = {
							is_core_of = GER
							NOT = {
								state = 188 763 5 807 85
							}
						}
					}
				}
				add_to_variable = {
					BUL_ff_coup_probability = 15
				}
			}
		} {
			limit = {
				any_state = {
					has_state_flag = BUL_initial_bulgarian_state_flag
				
# ... (truncated)
### Entity: National Focus
Tree: ast_focus
Component: AST_the_winner_takes_it_all
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_winner_takes_it_all
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = AST_nauru_pact
	}
	mutually_exclusive = {
		focus = AST_naurus_return_to_german_hands
	}
	relative_position_id = AST_nauru_pact
	x = 1
	y = 1
	cost = 10
	available = {
		has_country_flag = AST_a_convenient_disaster_flag
		has_government = fascism
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SOL
		} {
			type = annex_everything
			target = NZL
		}
		custom_effect_tooltip = generic_skip_one_line_tt effects_of_event_tt
		GER = {
			country_event = {
				id = AST_diplomatic_events.42
				hours = 3
			}
		}
		effect_tooltip = {
			AST_broken_nauru_pact_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: PAL_sharia_idea
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_sharia_idea = {
	picture = PAL_sharia
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_damage_to_garrison = -0.15
		stability_weekly_factor = 0.001
		political_power_factor = 0.2
		fascism_drift = 0.05
	}
}
### Entity: Character
Component: ARG_diego_mason
Source: game
File: common/characters/ARG.txt

Code:
ARG_diego_mason = {
	portraits = {
		army = {
			large = GFX_portrait_ARG_diego_mason
			small = GFX_portrait_ARG_diego_mason_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ARG_diego_mason
		ledger = army
		allowed = {
			original_tag = ARG
		}
		traits = {
			superior_firepower_expert
		}
	}
}
### Entity: Character
Component: AST_war_funder
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_war_funder = {
	random = no
	sprite = 10
	consumer_goods_factor = -0.05
	industrial_capacity_factory = 0.04
	industrial_capacity_dockyard = 0.04
}
### Entity: National Focus
Component: bulgaria_focus_r56
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus_tree = {
	id = bulgaria_focus_r56
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BUL
		} {
			factor = 0
			has_global_flag = bul_bftb_focus_tree
		}
	}
	continuous_focus_position = {
		x = 0
		y = 900
	}
	default = no
	reset_on_civilwar = no
	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
		}
	} {
		id = BUL_revoke_censorship_communist_material
		icon = GFX_goal_SOV_education_initiative
		prerequisite = {
			focus = BUL_diplomatic_mission_to_the_soviet_union
		}
		relative_position_id = BUL_diplomatic_mission_to_the_soviet_union
		x = 0
		y = 1
		cost = 10
		ai_will_do = {
			factor = 50
		}
		available = {

		}
		completion_reward = {
			add_timed_idea = {
				idea = communist_influence
				days = 180
			}
			if = {
				limit = {
					is_ai = yes
				}
				BUL = {
					add_ideas = BUL_hristo_kabakchiev
				}
			}
			else = {
				custom_effect_tooltip = available_political_advisor
				show_ideas_tooltip = BUL_hristo_kabakchiev
			}
			add_stability = 0.05
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		search_filters = {
			FOCUS_FILTER_STABILITY
		}
	} {
		id = BUL_commitee_of_state_security
		icon = GFX_goal_generic_secret_police
		prerequisite = {
			focus = BUL_revoke_censorship_communist_material
		}
		relative_position_id = BUL_revoke_censorship_communist_material
		x = -2
		y = 1
		cost = 7.15
		ai_will_do = {
			factor = 3
		}
		available = {
			has_government = communism
		}
		completion_reward = {
			add_ideas = idea_state_security_ministry
		}
	} {
		id = BUL_align_with_molotov_ribbentrop_pact
		icon = GFX_goal_generic_dangerous_deal
		prerequisite
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_307
Source: game
File: history/units/VEN_1939_air_bba.txt

Code:
air_wings = {
	307 = {
		small_plane_airframe_0 = {
			owner = VEN
			amount = 12
			creator = ITA
			version_name = CR.32
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_increase_oil_exportations_to_the_allies
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_increase_oil_exportations_to_the_allies
	icon = GFX_goal_generic_positive_trade_relations
	cost = 5
	prerequisite = {
		focus = SAU_western_alignment
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_ideas = SAU_increase_oil_exports_to_the_allies
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
	x = 0
	y = 2
	relative_position_id = SAU_western_alignment
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_fund_religious_education
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_fund_religious_education
	icon = GFX_goal_ISR_religious_education
	relative_position_id = ISR_the_religious_front
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_the_religious_front
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_religious_parties_idea_1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: ICE
Component: ICE_army
Constructs: set_oob
Source: game
File: history/countries/ICE - Iceland.txt

Code:
# OOB & Army Setup for ICE
set_oob = ICE_1936
### Entity: Wiki Documentation
Construct: Economy
Source: wiki
File: wiki/American.html

Doc:
Economy[edit]
When it comes to resources, the Americans live in abundance. They have more than enough of Oil, Steel, Tungstenand Aluminum, and will profit greatly from their exports in the early game. They lack Rubber and Chromium, but Chromium can be imported from Cuba and rubber from Brazil, augmented by synthetic production.

Industrial Production[edit]
### Entity: Idea
Component: NORDIC_joint_army_originator_ns_recruitment
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_originator_ns_recruitment = {
	name = NORDIC_joint_army_originator_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.05
		max_command_power = 20
		weekly_manpower = 300
		training_time_factor = -0.1
		experience_gain_army = 0.1
		recruitable_population_factor = 0.1
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_create_the_hanoi_group
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_create_the_hanoi_group
	icon = GFX_goal_tfv_generic_tech_sharing
	cost = 10
	prerequisite = {
		focus = VIN_asian_proletarian_solidarity
	}
	completion_reward = {
		add_ideas = VIN_create_the_hanoi_group
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 5
	y = 2
}
### Entity: Idea
Component: NAV_mt
Source: game
File: common/ideas/navarra.txt

Code:
NAV_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = NAV
	}
	traits = {
		military_theorist
	}
}
### Entity: Idea
Component: USA_union_pacific_railway
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
USA_union_pacific_railway = {
	picture = idea_USA_union_pacific_railway
	allowed = {
		original_tag = USA
	}
	available = {

	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		railway_company
	}
}
### Entity: AI Strategy
Component: HUN_alternate_COM
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HUN_alternate.txt

Code:
HUN_alternate_COM = {
	name = Hungarian Alternate plan to become communist
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Death or Dishonor
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = HUN_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HUN_economic_intervention HUN_industrial_revitalization HUN_reintegrate_the_railroads HUN_council_of_peoples_commissars HUN_support_domestic_industry HUN_support_urbanization HUN_institute_for_industrial_techniques HUN_assassinate_horthy HUN_announce_the_gyor_program HUN_domestic_arms_industry HUN_aeronautic_technology_institute HUN_the_hungarian_red_army HUN_secret_rearmament HUN_war_games HUN_theoretical_air_efforts HUN_bled_agreement HUN_join_comintern HUN_army_maneuvers HUN_renounce_the_treaty_of_trianon HUN_reaffirm_territorial_claims HUN_boost_hungarian_aviation_industry HUN_pressure_romania
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		HUN_army_maneuvers = 5
		HUN_home_defense = 10
		HUN_assault_gun_focus = 5
		HUN_establish_the_air_force = 10
		HUN_intervene_in_czechoslovakia = 8
		HUN_soviet_hungarian_military_academy = 10
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_anti_communism
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_in_faction_with, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_anti_communism
	icon = GFX_goal_soviet_threat
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			any_other_country = {
				is_in_faction_with = ROOT
				has_government = communism
			}
		}
	}
	prerequisite = {
		focus = SWI_pro_allies
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	x = 4
	y = 5
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_anti_fascism_idea
			}
			swap_ideas = {
				remove_idea = SWI_anti_fascism_idea
				add_idea = SWI_anti_tot
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_idea = SWI_anti_fascism_idea
				} {
					has_idea = SWI_anti_tot
				}
			}
			add_ideas = SWI_anti_communism_idea
		}
		every_other_country = {
			limit = {
				has_government = communism
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			send_embargo = ROOT
			custom_effect_tooltip = embargo_relation_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: RAJ_GOE_scholar_king
Constructs: research_speed_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_scholar_king = {
	research_speed_factor = 0.08
	sprite = 13
}
### Entity: Character
Component: VEN_manuel_diaz_rodriguez
Source: game
File: common/characters/VEN.txt

Code:
VEN_manuel_diaz_rodriguez = {
	advisor = {
		slot = political_advisor
		idea_token = VEN_manuel_diaz_rodriguez
		allowed = {
			original_tag = VEN
		}
		traits = {
			war_industrialist
		}
	}
	name = Manuel Diaz Rodriguez
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}