Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: frloc_ruler_name_female_vow
Constructs: has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_ruler_name_female_vow = {
	OR = {
		has_country_leader = {
			name = Elizabeth II
		} {
			name = Élisabeth II
		} {
			character = IA_emma_goldman
		} {
			character = ETH_menen_asfaw
		} {
			name = Odette Sansom
		} {
			name = Andrea Hund
		} {
			character = ITA_ada_gobetti
		} {
			character = LAT_emilija_veinberga
		} {
			character = NZL_elsie_farrelly
		} {
			character = POL_anna_andersson
		} {
			character = POL_irena_anders
		} {
			name = Ursula Kuczynski
		} {
			character = SPR_antonia_adroher_i_pascual
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_logistics_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_logistics_tech_focus = {
	NOT = {
		EAI_infantry_variant_focus_EARLY = yes
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_military_vehicles
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_military_vehicles
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = ISR_link_communities
	} {
		focus = ISR_israel_military_industries
	}
	relative_position_id = ISR_link_communities
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 50
		}
		add_tech_bonus = {
			name = ISR_military_vehicles
			bonus = 3
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Event
Component: denmark_protection_event.12
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.12
	title = denmark_protection_event.12.t
	desc = denmark_protection_event.12.desc
	picture = GFX_report_event_journalists_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.102.a
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_support_battalions
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, add_units_to_division_template, add_equipment_subsidy
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_support_battalions
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = DEN_strengthen_the_danish_brigades
	}
	relative_position_id = DEN_create_danforce
	x = -1
	y = 4
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		has_country_flag = DEN_create_danish_brigades_flag
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		army_experience = 10
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_create_danforce
				}
			}
			custom_effect_tooltip = DEN_adds_units_to_brigade_tt
		}
		else = {
			add_units_to_division_template = {
				template_name = Danske Brigade
				support = {
					artillery = 0
					anti_air = 0
				}
			}
		}
		add_equipment_subsidy = {
			cic = 500
			equipment_type = artillery_equipment
			seller_tags = {
				DEN.hosts_danish_brigades
			}
		} {
			cic = 500
			equipment_type = anti_air_equipment
			seller_tags = {
				DEN.hosts_danish_brigades
			}
		}
	}
}
### Entity: Character
Component: KMT_li_empowered
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_li_empowered = {
	random = no
	sprite = 13
	civilian_intel_to_others = -5
	operative_slot = 1
	intelligence_agency_defense = 1
}
### Entity: Order of Battle
Component: 38 Bubing Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 38 Bubing Shi
	location = 10068
	division_template = Sanjiao Jun
	start_experience_factor = 0.2
}
### Entity: Unit Template
Component: MON_INF_01
Source: game
File: common/units/names_divisions/MON_names_divisions.txt

Code:
MON_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		MON
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d-p Mongol Strelkovaya Div.
	ordered = {
		1 = {
			%d-r Mongol Strelkovaya Div.
		}
		2 = {
			%d-p Mongol Strelkovaya Div.
		}
		3 = {
			%d-p Mongol Strelkovaya Div.
		}
		4 = {
			%d-p Mongol Strelkovaya Div.
		}
		5 = {
			%d-p Mongol Strelkovaya Div.
		}
		6 = {
			%d-p Mongol Strelkovaya Div.
		}
		8 = {
			%d-p Mongol Strelkovaya Div.
		}
		10 = {
			%d-p Mongol Strelkovaya Div.
		}
		11 = {
			%d-p Mongol Strelkovaya Div.
		}
		12 = {
			%d-p Mongol Strelkovaya Div.
		}
		13 = {
			%d-p Mongol Strelkovaya Div.
		}
		14 = {
			%d-p Mongol Strelkovaya Div.
		}
		16 = {
			%d-p Mongol Strelkovaya Div.
		}
		17 = {
			%d-p Mongol Strelkovaya Div.
		}
		19 = {
			%d-p Mongol Strelkovaya Div.
		}
		21 = {
			%d-p Mongol Strelkovaya Div.
		}
		22 = {
			%d-p Mongol Strelkovaya Div.
		}
		23 = {
			%d-p Mongol Strelkovaya Div.
		}
		24 = {
			%d-p Mongol Strelkovaya Div.
		}
		25 = {
			%d-p Mongol Strelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_macedonian_farmlands
Constructs: prerequisite, add_ideas, completion_reward, is_fully_controlled_by, is_core_of
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_macedonian_farmlands
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = GRE_extracting_more_from_our_soil
	}
	x = 0
	y = 1
	relative_position_id = GRE_extracting_more_from_our_soil
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		731 = {
			is_fully_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = GRE_macedonian_farmlands_idea
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_ethiopian_shipbuilding
Constructs: prerequisite, limit, has_government, completion_reward, is_coastal, add_tech_bonus, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_ethiopian_shipbuilding
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = ETH_a_port_of_our_own
	}
	dynamic = yes
	x = 0
	y = 1
	relative_position_id = ETH_a_port_of_our_own
	cost = 10
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 35
		add_tech_bonus = {
			name = ETH_shipbuilding_bonus
			bonus = 0.5
			uses = 1
			category = dd_tech
		}
		random_controlled_state = {
			limit = {
				is_coastal = yes
				dockyard = < 9
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				550 268
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: KOR_hyundai_motor_organization
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_hyundai_motor_organization = {
	name = KOR_hyundai_motor
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_KOR_hyundai_motor
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 920
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_develop_submarine_facilities_r56
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_develop_submarine_facilities_r56
	icon = GFX_focus_generic_refit_civilian_ships
	cost = 6
	x = 0
	y = 2
	relative_position_id = SIA_acquire_cheap_raiding_ships_r56
	prerequisite = {
		focus = SIA_acquire_cheap_raiding_ships_r56
	}
	available = {
		has_tech = basic_ship_hull_submarine
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: cabinet_crisis
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
cabinet_crisis = {
	random = no
	political_power_factor = -0.5
	stability_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_curtail_colonial_autonomy
Constructs: has_completed_focus, prerequisite, owns_state, completion_reward, is_subject_of, add_timed_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_curtail_colonial_autonomy
	available = {
		country_exists = INS
		NOT = {
			has_completed_focus = HOL_oranje_boven
		}
		INS = {
			is_subject_of = HOL
		}
	}
	bypass = {
		INS = {
			exists = no
		}
		owns_state = 335
	}
	prerequisite = {
		focus = HOL_the_crown_jewel_colony
	}
	mutually_exclusive = {
		focus = HOL_the_zuiderzee_works
	}
	icon = GFX_focus_generic_treaty
	x = 2
	y = 3
	relative_position_id = HOL_the_crown_jewel_colony
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = HOL_curtail_colonial_autonomy_overlord
			days = 545
		}
		INS = {
			add_timed_idea = {
				idea = HOL_curtail_colonial_autonomy_subject
				days = 545
			}
			hidden_effect = {
				country_event = {
					id = mtg_netherlands.21
					hours = 6
				}
			}
		}
	}
}
### Entity: Unit Template
Component: GER_MIL_03
Constructs: has_completed_focus, has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MIL_03 = {
	name = Roter Frontkämpferbund Division
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_government = communism
			has_completed_focus = GER_start_the_proletarian_revolution
		}
	}
	division_types = {
		militia
	}
	fallback_name = %d. Roter Frontkämpferbund-Division
	ordered = {
		1 = {
			%d. Roter Frontkämpferbund-Division
		}
		2 = {
			%d. Roter Frontkämpferbund-Division
		}
		3 = {
			%d. Roter Frontkämpferbund-Division
		}
		4 = {
			%d. Roter Frontkämpferbund-Division
		}
		5 = {
			%d. Roter Frontkämpferbund-Division
		}
		6 = {
			%d. Roter Frontkämpferbund-Division
		}
		7 = {
			%d. Roter Frontkämpferbund-Division
		}
		8 = {
			%d. Roter Frontkämpferbund-Division
		}
		9 = {
			%d. Roter Frontkämpferbund-Division
		}
		10 = {
			%d. Roter Frontkämpferbund-Division
		}
	}
}
### Entity: Scripted Effect
Component: AUS_bundeslaender_nazis_down_selected
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
AUS_bundeslaender_nazis_down_selected = {
	custom_effect_tooltip = AUS_nazi_crackdown_tt
	if = {
		limit = {
			check_variable = {
				AUS_selected_state = 0
			}
		}
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_burgenland_frame = 2
				}
			}
			set_variable = {
				r56_bundeslaender_burgenland_frame = 3
			}
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_burgenland_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_burgenland_frame = 1
			}
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_burgenland_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_burgenland_frame = 6
			}
		}
		custom_effect_tooltip = AUS_state_nazi_down_selected
	} {
		limit = {
			check_variable = {
				AUS_selected_state = 1
			}
		}
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 2
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 3
			}
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 1
			}
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 6
			}
		}
		custom_effect_tooltip = AUS_state_nazi_down_selected
	} {
		limit = {
			check_variable = {
				AUS_selected_state = 2
			}
		}
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_niederoesterreich_frame = 2
				}
			}
			set_variable = {
				r56_bundeslaender_niederoesterreich_frame = 3
			}
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_niederoesterreich_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_niederoesterreich_frame = 1
			}
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_niederoesterreich_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_niederoesterreich_frame = 6
			}
		}
		custom_effect_tooltip = AUS_state_nazi_down_selected
	} {
		limit = {
			check_variable = {
				AUS_selected_state = 3
			}
		}
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_oberoesterreich_frame = 2
				}
			}
			set_variable = {
				r56_bundeslaender_oberoesterreich_frame = 3
			}
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_oberoesterreich_
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_unify_east_africa
Constructs: prerequisite, has_government, add_war_support, completion_reward, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_unify_east_africa
	icon = GFX_focus_ETH_consolidate_east_africa
	prerequisite = {
		focus = COG_great_military_chiefs COG_great_cattle_chiefs
	}
	x = 1
	y = 2
	relative_position_id = COG_great_military_chiefs
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		add_war_support = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = form_east_africa
			show_effect_tooltip = yes
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.63
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.63
	title = BBA_ethiopia_fascist_events.63.t
	desc = BBA_ethiopia_fascist_events.63.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.63.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_modern_at_guns
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_modern_at_guns
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = ROM_artillery_modernization
	}
	mutually_exclusive = {
		focus = ROM_mobile_tank_destroyers
	}
	x = 1
	y = 2
	relative_position_id = ROM_the_zb_53
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_modern_at_guns
			bonus = 0.75
			uses = 2
			category = cat_anti_tank
		}
	}
}
### Entity: Idea
Component: SIA_specialized_submarine_production_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_specialized_submarine_production_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_coastal_navy
	modifier = {
		navy_submarine_defence_factor = 0.1
		navy_max_range_factor = 0.15
		sub_retreat_speed = 0.25
		screening_without_screens = 0.1
	}
}
### Entity: Music Config
Component: base_music/communist_america
Constructs: has_government, has_completed_focus, has_war_with, has_idea_with_trait
Source: game
File: music/mtg_songs.txt

Code:
music = {
	song = communist_america
	chance = {
		factor = 1
		modifier = {
			not = {
				has_completed_focus = USA_suspend_the_presecution
			} {
				has_government = communism
			}
			factor = 0
		} {
			original_tag = USA
			has_idea_with_trait = communist_revolutionary
			not = {
				has_government = communism
			}
			factor = 2
		} {
			has_completed_focus = USA_democratic_socialism
			factor = 3
		} {
			original_tag = USA
			has_war_with = CSA
			factor = 3.5
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_enforce_maoism
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, swap_country_leader_traits, add_country_leader_trait
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_enforce_maoism
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = PRC_form_central_social_affairs_department
	} {
		focus = PRC_establish_yanan_university
	}
	x = 0
	y = 2
	relative_position_id = PRC_yanan_rectification_movement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = PRC_mao_zedong
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = PRC_mao_zedong
				}
			}
			PRC_mao_zedong = {
				swap_country_leader_traits = {
					remove = PRC_de_facto_leader
					add = PRC_head_of_the_personality_cult
				}
			}
		}
		else = {
			add_country_leader_trait = PRC_head_of_the_personality_cult
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_norsk_hydro_focus
Constructs: completion_reward, add_tech_bonus, synth_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_norsk_hydro_focus
	icon = GFX_focus_generic_industry_1
	x = 28
	y = 0
	cost = 10
	ai_will_do = {
		base = 50
	}
	completion_reward = {
		add_tech_bonus = {
			name = NOR_electronics_bonus
			bonus = 1.0
			uses = 1
			category = electronics
		} {
			name = synth_bonus
			bonus = 1.0
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: SIA_stanvac_oil_company_r56
Constructs: has_completed_focus, add_ideas, remove_ideas, has_war_with, research_bonus
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_stanvac_oil_company_r56 = {
	cost = 75
	picture = standard_oil_california
	allowed = {
		original_tag = SIA
	}
	visible = {
		NOT = {
			has_war_with = USA
		}
		OR = {
			has_completed_focus = SIA_open_up_the_economy_r56 SIA_peace_with_the_western_order_r56
		}
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	research_bonus = {
		excavation_tech = 0.15
		synth_resources = 0.15
	}
	modifier = {
		local_resources_factor = 0.15
		custom_modifier_tooltip = SIA_stanvac_oil_company_r56_tt
	}
	traits = {
		industrial_concern
	}
	on_add = {
		hidden_effect = {
			USA = {
				add_ideas = SIA_buying_cheap_resources_from_me_r56
			}
		}
	}
	on_remove = {
		hidden_effect = {
			USA = {
				remove_ideas = SIA_buying_cheap_resources_from_me_r56
			}
		}
	}
}
### Entity: Idea
Component: GRE_paying_off_debt_large
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_paying_off_debt_large = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_relocate_the_gold_reserves
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.3
		min_export = 0.25
	}
}
### Entity: Idea
Component: AUS_mixed_economy
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_mixed_economy = {
	picture = ARG_civilian_economy_boost
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.075
		production_speed_infrastructure_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_complete_industrial_revolution
Constructs: prerequisite, limit, completion_reward, is_subject, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_complete_industrial_revolution
	icon = GFX_goal_generic_construction_tools
	prerequisite = {
		focus = PAL_rapid_industrialization_in_gaza PAL_roads_alongside_farmland PAL_mosque_building_in_jerusalem
	}
	x = 0
	y = 2
	relative_position_id = PAL_roads_alongside_farmland
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		controls_state = 1016
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: idea_SIA_an_absolute_monarchy
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_an_absolute_monarchy = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_king_handled
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.025
		justify_war_goal_time = -0.1
		non_core_manpower = 0.02
		attrition = -0.06
		conscription = 0.01
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0O
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0O = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^24 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0O
		value = 15000
	} {
		type = invade
		id = C0O
		value = 200
	}
}
### Entity: Idea
Component: POR_restoring_the_portuguese_high_seas_armada_r56
Constructs: removal_cost, screening_efficiency
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_restoring_the_portuguese_high_seas_armada_r56 = {
	removal_cost = -1
	picture = generic_navy_cruiser_warfare
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		navy_org_factor = 0.05
		naval_defense_factor = 0.05
		screening_efficiency = 0.1
	}
}
### Entity: Character
Component: GER_figure_of_german_nationalism
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_figure_of_german_nationalism = {
	sprite = 13
	random = no
	communism_drift = 0.05
	army_core_attack_factor = 0.05
	consumer_goods_factor = -0.1
	war_stability_factor = 0.1
}