Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: DEN_warhawk_is_removed_from_power
Constructs: limit, is_country_leader
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_warhawk_is_removed_from_power = {
	if = {
		limit = {
			OR = {
				DEN_knud_bach = {
					is_country_leader = yes
				}
				DEN_christmas_moller = {
					is_country_leader = yes
				}
			}
		}
		DEN_bop_low_decrease_effect = yes
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_scavenging_tactics
Constructs: prerequisite, has_war, limit, add_ideas, completion_reward, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_scavenging_tactics
	icon = GFX_focus_ETH_scavenging_tactics
	prerequisite = {
		focus = ETH_ecole_militaire_haile_selassie_1er
	}
	x = -3
	y = 1
	relative_position_id = ETH_ecole_militaire_haile_selassie_1er
	cost = 5
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.5
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ETH_scavenging_tactics_idea
		custom_effect_tooltip = ETH_scavenger_random_generals_tt
		hidden_effect = {
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				add_trait = {
					trait = scavenger
				}
			} {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				add_trait = {
					trait = scavenger
				}
			} {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				add_trait = {
					trait = scavenger
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_direct_praha_bratislava_railway_connection
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject_of, add_building_construction, build_railway
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_direct_praha_bratislava_railway_connection
	icon = GFX_goal_generic_railroad
	x = 0
	y = 1
	relative_position_id = CZE_R56_improve_highway_connections
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_R56_improve_highway_connections
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					AND = {
						owns_state = 70
						controls_state = 70
					}
					70 = {
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			}
			70 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				OR = {
					AND = {
						owns_state = 71
						controls_state = 71
					}
					71 = {
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			}
			71 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		build_railway = {
			path = {
				11542 9429 11556 569 3569 11511 9539 9692
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Joint Focus
Component: CONGO_office_des_transports_coloniaux
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_office_des_transports_coloniaux
	dynamic = yes
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CONGO_develop_infrastructure
	}
	relative_position_id = CONGO_chefs_coutumiers
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_infrastructure_factor = 0.1
				tooltip = production_speed_infrastructure_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_supply_node_factor = 0.15
				tooltip = production_speed_supply_node_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_office_des_transports_coloniaux
			}
			show_ideas_tooltip = COG_transports_et_ports
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt available_industrial_concern
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_infrastructure_factor = 0.1
				tooltip = production_speed_infrastructure_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_supply_node_factor = 0.15
				tooltip = production_speed_supply_node_factor_tt
			}
			show_ideas_tooltip = COG_transports_et_ports
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.50
Constructs: is_triggered_only, ai_chance, is_in_faction, has_war_with_major, is_core_of, is_owned_by, release_puppet_on_controlled, white_peace
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.50
	title = BBA_ethiopia_communist_events.50.t
	desc = BBA_ethiopia_communist_events.50.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_communist_events.50.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					ETH = {
						is_in_faction = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.60
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_communist_events.50.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				any_owned_state = {
					is_core_of = SOM
					is_owned_by = ETH
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = ETH
				}
			}
		}
		ETH = {
			release_puppet_on_controlled = SOM
		}
		white_peace = ETH
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_tkr_supply
Constructs: prerequisite, add_war_support, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_tkr_supply
	icon = GFX_focus_generic_military_academy
	available = {

	}
	prerequisite = {
		focus = INS_infiltrate_the_army
	}
	x = 3
	y = 1
	relative_position_id = INS_infiltrate_the_army
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.05
		army_experience = 50
		add_tech_bonus = {
			bonus = 0.4
			name = INS_tkr_supply
			uses = 1
			category = infantry_weapons
		} {
			name = INS_tkr_supply
			bonus = 0.4
			uses = 1
			category = support_tech
		}
	}
}
### Entity: AI Strategy
Component: ROM_allies
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/ROM_alternate_strategy_plans.txt

Code:
ROM_allies = {
	name = Romanian plan to join allies
	desc = 
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	enable = {
		OR = {
			has_country_flag = ROM_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = ROM_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ROM_preserve_greater_romania ROM_army_maneuvers ROM_expand_the_air_force ROM_civil_works ROM_agrarian_reform ROM_local_development ROM_army_war_college ROM_danubian_transport_network ROM_malaxa ROM_renew_the_romanian_polish_alliance ROM_institute_royal_dictatorship ROM_revise_the_constitution ROM_crack_down_on_extremism ROM_flexible_foreign_policy ROM_appoint_allied_friendly_government ROM_constitutional_guarantees ROM_demand_a_western_guarantee ROM_handle_the_king ROM_join_allies ROM_air_superiority ROM_iar_80 ROM_cas ROM_royal_guards_divisions ROM_the_zb_53 ROM_expand_the_galati_shipyards ROM_vanatori_de_munte ROM_hunedoara_steel_works ROM_the_armored_division ROM_expand_ploiesti_oil_production ROM_expand_the_university_of_bucharest ROM_acquire_modern_tanks ROM_invest_in_the_iar ROM_artillery_modernization ROM_mobile_tank_destroyers ROM_mountain_artillery ROM_coastal_defense_navy ROM_modern_destroyers ROM_the_maresal
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		air_equipment = 5.0
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_escort_efficiency
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_ace, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_escort_efficiency
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = JAP_develop_new_fighters JAP_modern_bombers
	}
	relative_position_id = JAP_develop_new_fighters
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ace = {
			name = Tateo
			surname = Kato
			callsign = God of War
			type = fighter_genius
		}
		JAP_add_or_modify_army_and_naval_air_services = yes
		add_to_variable = {
			JAP_airforce_air_escort_efficiency = 0.05
			tooltip = air_escort_efficiency_tt
		}
	}
}
### Entity: Event
Component: naw_norway.186
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_political_power, clr_country_flag, has_opinion, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.186
	title = naw_norway.186.t
	desc = naw_norway.186.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				has_country_flag = NOR_faction_leader_decides_foreign_policy
			}
			clr_country_flag = NOR_faction_leader_decides_foreign_policy
		}
	}
	option = {
		name = naw_norway.186.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0.5
				has_opinion = {
					target = POL
					value = < -20
				}
			} {
				factor = 2
				has_opinion = {
					target = POL
					value = > 20
				}
			}
		}
		FROM.FROM = {
			add_to_faction = ROOT
		}
		hidden_effect = {
			if = {
				limit = {
					FROM.FROM = {
						original_tag = NOR
					}
				}
				add_ai_strategy = {
					type = alliance
					id = NOR
					value = 125
				}
			} {
				limit = {
					FROM.FROM = {
						original_tag = POL
					}
				}
				add_ai_strategy = {
					type = alliance
					id = POL
					value = 125
				}
			}
		}
	} {
		name = naw_norway.186.b
		ai_chance = {
			base = 20
		}
		trigger = {
			NOT = {
				is_subject_of = FROM NOR POL
			}
		}
		add_political_power = -25
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.30
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, is_subject_of, is_subject, every_controlled_state
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.30
	title = SEA_PRC_faction_events.30.t
	desc = SEA_PRC_faction_events.30.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.30.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 1.5
				faction_influence_ratio = < 0.05
			} {
				factor = 1.5
				FROM = {
					faction_influence_ratio = > 0.5
				}
			} {
				factor = 1.5
				faction_manifest_fulfillment = > 0.6
			} {
				factor = 1.5
				has_government = FROM
			} {
				factor = 1.5
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 5
				is_subject_of = FROM
			} {
				factor = 0.5
				all_controlled_state = {
					PRC_state_is_infiltrated = yes
				}
			} {
				factor = 0
				OR = {
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = FROM
						}
					}
					has_government = fascism
				}
			}
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					is_core_of = FROM
					PRC_state_is_infiltrated = yes
				}
				FROM = {
					transfer_state = PREV
				}
			}
		}
		if = {
			limit = {
				all_controlled_state = {
					is_core_of = FROM
					OR = {
						impassable = yes
						PRC_state_is_infiltrated = yes
					}
				}
			}
			custom_effect_tooltip = GAME_OVER_TT
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.31
				days = 2
				random_days = 3
			}
		}
	} {
		name = SEA_PRC_faction_events.30.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 1.5
				faction_influence_ratio = > 0.15
			} {
				factor = 1.5
				FROM = {
					faction_influence_ratio = < 0.5
				}
			} {
				factor = 2
				faction_manifest_fulfillment = < 0.4
			} {
				factor = 2
				has_war = yes
			} {
				factor = 0
				is_subject_of = FROM
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.32
				days = 2
				random_days = 3
			}
		}
		set_country_flag = PRC_refused_to_hand_over_infiltrated_states
		if = {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
			}
			effect_tooltip = {
				custom_effect_tooltip = possible_actions_FROM_can_take_tt
				FROM = {
					remove_from_faction = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: feminist_minister
Constructs: compliance_gain, democratic_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
feminist_minister = {
	sprite = 5
	compliance_gain = 0.02
	democratic_drift = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_double_down_on_heavy_industry
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, remove_building, is_in_faction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_double_down_on_heavy_industry
	icon = {
		GFX_focus_generic_communist_industry = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_military_industry = yes
	}
	prerequisite = {
		focus = CZE_increase_food_and_resource_imports CZE_exchange_technology
	}
	cost = 10
	relative_position_id = CZE_increase_food_and_resource_imports
	x = -1
	y = 1
	available = {
		num_faction_members = > 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				arms_factory = > 1
			}
			remove_building = {
				type = arms_factory
				level = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				OR = {
					is_in_faction = no
					NOT = {
						any_other_country = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			visible_when_empty = yes
			country_event = MUN_czech.1035
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_offsite_building = {
					type = arms_factory
					level = 2
				}
				add_ideas = CZE_outsourced_weapons_production
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Scripted Effect
Component: MON_chi_high_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_chi_high_influence_increase_effect = {
	custom_effect_tooltip = MON_chi_tt MON_high_influence_increase_tt
	add_to_variable = {
		chi_influence_in_mon = MON_high_influence_increase
	}
	clamp_variable = {
		var = chi_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_depose_the_reactionaries
Constructs: prerequisite, has_government, completion_reward, is_subject, set_politics, add_popularity, swap_ideas, remove_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_depose_the_reactionaries
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = GRE_clearing_land_for_industrial_expansion
	} {
		focus = GRE_red_militias
	} {
		focus = GRE_the_greek_industrial_revolution
	}
	x = 0
	y = 3
	relative_position_id = GRE_a_socialist_economy
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			communism = > 0.5
		}
	}
	available = {
		is_subject = no
	}
	bypass = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = GRE_dimitris_glinos
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		hidden_effect = {
			swap_ideas = {
				remove_idea = GRE_political_instability_republican
				add_idea = GRE_political_instability_communist
			}
			set_variable = {
				var = GRE_republican_loyalty
				value = -2
			} {
				var = GRE_communist_loyalty
				value = 2
			}
			GRE_political_instability_update_effect = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PAL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 4088
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: MAN_low_legitimacy_1
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_low_legitimacy_1 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy5
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Event
Component: AUS_political_events.42
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.42
	title = AUS_political_events.42.t
	desc = AUS_political_events.42.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = AUS_political_events.42.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.40.b
	}
}
### Entity: Unit Template
Component: GRE_INF_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_INF_01 = {
	name = Infantry Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %s Merarchía Pezikoú
	ordered = {
		1 = {
			%s Merarchía Pezikoú
		}
		2 = {
			%s Merarchía Pezikoú
		}
		3 = {
			%s Merarchía Pezikoú
		}
		4 = {
			%s Merarchía Pezikoú
		}
		5 = {
			%s Merarchía Pezikoú
		}
		6 = {
			%s Merarchía Pezikoú
		}
		7 = {
			%s Merarchía Pezikoú
		}
		8 = {
			%s Merarchía Pezikoú
		}
		9 = {
			%s Merarchía Pezikoú
		}
		10 = {
			%s Merarchía Pezikoú
		}
		11 = {
			%s Merarchía Pezikoú
		}
		12 = {
			%s Merarchía Pezikoú
		}
		13 = {
			%s Merarchía Pezikoú
		}
		14 = {
			%s Merarchía Pezikoú
		}
		15 = {
			%s Merarchía Pezikoú
		}
		16 = {
			%s Merarchía Pezikoú
		}
		17 = {
			%s Merarchía Pezikoú
		}
		18 = {
			%s Merarchía Pezikoú
		}
		19 = {
			%s Merarchía Pezikoú
		}
		20 = {
			%s Merarchía Pezikoú
		}
		21 = {
			%s Merarchía Pezikoú
		}
		22 = {
			%s Merarchía Pezikoú
		}
		23 = {
			%s Merarchía Pezikoú
		}
		24 = {
			%s Merarchía Pezikoú
		}
		25 = {
			%s Merarchía Pezikoú
		}
		26 = {
			%s Merarchía Pezikoú
		}
		27 = {
			%s Merarchía Pezikoú
		}
		28 = {
			%s Merarchía Pezikoú
		}
		29 = {
			%s Merarchía Pezikoú
		}
		30 = {
			%s Merarchía Pezikoú
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_patrie_focus
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_patrie_focus
	icon = GFX_FRA_VIC_francisque
	prerequisite = {
		focus = EFR_marechal_nous_voila
	}
	relative_position_id = EFR_marechal_nous_voila
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = nationalism
		add_tech_bonus = {
			name = EFR_patrie_focus
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: nav_focus
Component: NAV_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = NAV_effort
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = aviation_effort_2
	} {
		focus = flexible_navy
	}
	x = 1
	y = 1
	relative_position_id = aviation_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_empower_patriots
Constructs: prerequisite, completion_reward, swap_ruler_traits
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_empower_patriots
	icon = GFX_goal_LIT_reform_the_iron_wolf
	relative_position_id = LIT_voldemarininkai_coup
	x = 2
	y = 3
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_hold_the_lnp_commission
	}
	mutually_exclusive = {
		focus = LIT_empower_radicals
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ruler_traits = {
			remove = nationalist_academic
			add = lithuanian_duce
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_79
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_79 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 79
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 79
	}
}
### Entity: Character
Component: SMI_air_all_weather
Source: game
File: common/characters/SMI.txt

Code:
SMI_air_all_weather = {
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_air_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SMI_air_all_weather
		allowed = {
			original_tag = SMI
		}
		traits = {
			air_chief_all_weather_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Game Data
Component: vampire_economy
Constructs: has_any_custom_difficulty_setting, has_full_control_of_state, check_variable
Source: game
File: common/achievements/rt56-achievements.txt

Code:
vampire_economy = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		original_tag = GER
		AND = {
			has_full_control_of_state = 76 84
		}
		custom_trigger_tooltip = {
			tooltip = vampire_economy_tt
			check_variable = {
				GER_strong_arm_the_industrialists_stability_cost = < -0.06
			}
		}
	}
}