Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_norway.11
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.11
	title = AAT_norway.11.t
	desc = AAT_norway.11.desc
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = AAT_norway.11.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_constitutional_reform
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_constitutional_reform
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_democracy
	}
	x = -1
	y = 1
	relative_position_id = CHI_democracy
	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_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_rival_germany
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_rival_germany
	icon = GFX_mobilisation
	text = GRE_rival_germany
	prerequisite = {
		focus = GRE_diplomatic_actions
	}
	x = -2
	y = 0
	relative_position_id = GRE_befriend_france
	cost = 10
	ai_will_do = {
		factor = 8
	}
	bypass = {
		NOT = {
			GER = {
				has_government = fascism
			}
		}
	}
	completion_reward = {
		add_ideas = GRE_national_defense_reforms
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Achievement
Component: tsar_bomba
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_tech
Source: game
File: common/achievements.txt

Code:
tsar_bomba = {
	id = 227
	possible = {
		tag = SOV
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		SOV = {
			has_completed_focus = SOV_romanov_reconstruction
			has_tech = thermonuclear_bombs
		}
	}
}
### Entity: Order of Battle
Component: Yunnan 4 Lu
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_YUN_1936.txt

Code:
division = {
	name = Yunnan 4 Lu
	location = 7446
	division_template = Tuli Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
}
### Entity: Modifier Reference
Component: african_union_defense_agreement_modifier
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
african_union_defense_agreement_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_army_corruption3
	army_defence_factor = 0.1
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_propose_closer_cooperation
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, is_subject_of, is_on_continent
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_propose_closer_cooperation
	icon = GFX_goal_generic_national_unity
	relative_position_id = CHL_sponsor_american_revolutions
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_sponsor_american_revolutions
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			any_country = {
				is_subject_of = ROOT
			}
		}
	}
	available = {
		has_government = communism
		any_country = {
			capital_scope = {
				OR = {
					is_on_continent = south_america north_america
				}
			}
			has_government = communism
			is_subject_of = ROOT
			NOT = {
				OR = {
					original_tag = USA
					tag = ROOT
				}
			}
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = CHL_propose_closer_cooperation_tt
		every_country = {
			limit = {
				capital_scope = {
					OR = {
						is_on_continent = south_america north_america
					}
				}
				has_government = communism
				NOT = {
					OR = {
						original_tag = USA
						tag = ROOT
					}
				} {
					has_war_with = ROOT
				}
				is_subject_of = ROOT
			}
			country_event = {
				id = CHL_political_events.25
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_general_staff
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_general_staff
	icon = GFX_goal_APNAF
	prerequisite = {
		focus = ALG_modern_logistics
	} {
		focus = ALG_mechanized_focus
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	x = 36
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 10
		add_ideas = ABC_establish_a_general_staff_idea
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_demids_legacy
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_demids_legacy
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = MON_organize_army_inspection
	}
	x = 0
	y = 4
	relative_position_id = MON_organize_army_inspection
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			uses = 1
			technology = motorised_infantry
		} {
			name = motorized_bonus
			bonus = 1
			uses = 1
			technology = mechanised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: USA_limited_intervention
Constructs: has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/usa.txt

Code:
USA_limited_intervention = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		join_faction_tension = -0.25
		send_volunteers_tension = -0.35
		guarantee_tension = -0.2
		mobilization_laws_cost_factor = 1
		economy_cost_factor = 1
	}
}
### Entity: State History
Component: 122
Constructs: add_core_of
Source: game
File: history/states/122-Wales.txt

Code:
state = {
	id = 122
	name = STATE_122
	manpower = 2309230
	state_category = city
	resources = {
		steel = 11
		aluminium = 3
		coal = 55
	}
	history = {
		owner = ENG
		victory_points = {
			407 3
		} {
			311 1
		} {
			377 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			377 = {
				naval_base = 3
			}
		}
		add_core_of = ENG WLS
	}
	provinces = {
		253 311 377 407 3274 6363 9364 11361
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_mechanized_10
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_mechanized_10 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = amphibious_mechanized_equipment
		value = 5
	} {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = -2
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_lahore_resolution
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_lahore_resolution
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = RAJ_the_pakistan_movement
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_pakistan_movement
	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_TFV_AUTONOMY
	}
	complete_tooltip = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_marginalized_muslim_community_happy
			add_idea = RAJ_marginalized_muslim_community_very_happy
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_arrest_the_seven_gentlemen
Constructs: prerequisite, add_war_support, add_stability, completion_reward, remove_character_as_tt, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_arrest_the_seven_gentlemen
	icon = GFX_focus_CHI_arrest_the_seven_gentlemen
	prerequisite = {
		focus = CHI_decree_the_end_to_corruption
	}
	x = -3
	y = 1
	relative_position_id = CHI_decree_the_end_to_corruption
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = remove_character_as_tt
			CHARACTER = CHI_zou_taofen
			ROLE = political_advisor
		} {
			localization_key = remove_character_as_tt
			CHARACTER = CHI_tao_xingzhi
			ROLE = political_advisor
		} {
			localization_key = remove_character_as_tt
			CHARACTER = CHI_shen_junru
			ROLE = political_advisor
		} {
			localization_key = remove_character_as_tt
			CHARACTER = CHI_shi_liang
			ROLE = political_advisor
		} generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt CHI_develop_counterinsurgency_tactics_tt_2
		add_war_support = 0.1
		add_stability = 0.15
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		divide_variable = {
			CHI_counter_infiltration_cost = 1.5
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_support_vietnamese_revolutionaries_old
Constructs: prerequisite, has_war, completion_reward, is_ai, has_full_control_of_state, add_days_mission_timeout
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_support_vietnamese_revolutionaries_old
	text = SOV_support_vietnamese_revolutionaries
	icon = GFX_goal_generic_revolt
	cost = 5
	ai_will_do = {
		factor = 0.1
		modifier = {
			add = 1000
			date = > 1950.5.18
		} {
			add = 1000
			date = > 1948.5.18
		}
	}
	available = {
		FRI = {
			is_ai = yes
			has_war = no
			OR = {
				has_full_control_of_state = 671 670 854 286
			}
		}
		VIN = {
			exists = no
		}
	}
	prerequisite = {
		focus = SOV_sino_soviet_treaty_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_sino_soviet_treaty_old
	completion_reward = {
		custom_effect_tooltip = SOV_support_yen_bai_mutiny_tt
		hidden_effect = {
			FRI = {
				add_days_mission_timeout = {
					mission = r56_FRI_nationist_uprising_2
					days = -5000
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Leader
Component: safety_first
Source: game
File: common/unit_leader/00_traits.txt

Code:
safety_first = {
	type = navy
	modifier = {
		critical_receive_chance = -0.25
	}
	slot = navy_chief
	specialist_advisor_trait = navy_chief_reform_1
	expert_advisor_trait = navy_chief_reform_2
	genius_advisor_trait = navy_chief_reform_3
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		ironside
	}
	gui_row = 11
	gui_column = 1
}
### Entity: Unit Template
Component: YUN_CAV_01
Source: game
File: common/units/names_divisions/YUN_names_divisions.txt

Code:
YUN_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		YUN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Yunnan Qibing Jun
	ordered = {
		1 = {
			%d Yunnan Qibing Jun
		}
		2 = {
			%d Yunnan Qibing Jun
		}
		3 = {
			%d Yunnan Qibing Jun
		}
		4 = {
			%d Yunnan Qibing Jun
		}
		6 = {
			%d Yunnan Qibing Jun
		}
		5 = {
			%d Yunnan Qibing Jun
		}
		7 = {
			%d Yunnan Qibing Jun
		}
		8 = {
			%d Yunnan Qibing Jun
		}
		9 = {
			%d Yunnan Qibing Jun
		}
		10 = {
			%d Yunnan Qibing Jun
		}
		11 = {
			%d Yunnan Qibing Jun
		}
		12 = {
			%d Yunnan Qibing Jun
		}
		13 = {
			%d Yunnan Qibing Jun
		}
		14 = {
			%d Yunnan Qibing Jun
		}
		15 = {
			%d Yunnan Qibing Jun
		}
	}
}
### Entity: Unit Template
Component: AST_CL_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_CL_COMMUNIST = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		AST
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = RNS 
	fallback_name = Light Cruiser %s
	unique = {
		Sydney Perth Hobart Brisbane Adelaide Darwin Newcastle Christmas Island Coral Sea Norfolk Island Alice Springs Cooktown Broome Wagga Wagga
	}
}
### Entity: Idea
Component: BAH_acd2
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = BAH
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_assign_sector
Constructs: limit, has_country_flag, check_variable, clear_array, set_temp_variable, add_to_array, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_assign_sector = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_assign_sector=[?_assign_sector_]
	} {
		limit = {
			NOT = {
				AND = {
					check_variable = {
						_num_sectors = > 0
					} {
						_sector_data^num = > 0
					} {
						_data_start^num = > 0
					} {
						_data_ST_end^num = > 0
					} {
						_data_OB_end^num = > 0
					} {
						_data_AR_end^num = > 0
					}
				}
			}
		}
		log = EAI_MILITARY_SECTOR_assign_sector ERROR _num_sectors=[?_num_sectors] _sector_data^num=[?_sector_data^num] _data_start^num=[?_data_start^num] _data_ST_end^num=[?_data_ST_end^num] _data_OB_end^num=[?_data_OB_end^num] _data_AR_end^num=[?_data_AR_end^num]
	}
	clear_array = EAI_MILITARY_SECTOR_target_states EAI_MILITARY_SECTOR_target_objectives EAI_MILITARY_SECTOR_target_regions
	set_temp_variable = {
		index = _data_start^_assign_sector_
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				index = < _data_end^_assign_sector_
			}
		}
		if = {
			limit = {
				check_variable = {
					index = < _data_ST_end^_assign_sector_
				}
			}
			add_to_array = {
				EAI_MILITARY_SECTOR_target_states = _sector_data^index
			}
		}
		else_if = {
			limit = {
				check_variable = {
					index = < _data_OB_end^_assign_sector_
				}
			}
			add_to_array = {
				EAI_MILITARY_SECTOR_target_objectives = _sector_data^index
			}
		} {
			limit = {
				check_variable = {
					index = < _data_AR_end^_assign_sector_
				}
			}
			add_to_array = {
				EAI_MILITARY_SECTOR_target_regions = _sector_data^index
			}
		}
		add_to_temp_variable = {
			index = 1
		}
	}
	set_variable = {
		EAI_MILITARY_SECTOR_id = _assign_sector_
	}
	set_country_flag = {
		flag = EAI_MILITARY_SECTOR_offensive_min_duration_days
		value = 1
		days = @EAI_MILITARY_SECTOR_offensive_min_duration_days
	} {
		flag = EAI_MILITARY_SECTOR_force_reselection
		value = 1
		days = @EAI_MILITARY_SECTOR_force_reselection_days
	}
}
### Entity: Idea
Component: FIN_communism_banned
Constructs: has_government, communism_drift
Source: game
File: common/ideas/r56_finland.txt

Code:
FIN_communism_banned = {
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	cancel = {
		has_government = communism
	}
	modifier = {
		communism_acceptance = -50
		communism_drift = -0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_join_the_comintern
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_join_the_comintern
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = EGY_diplomatic_mission_to_the_soviet_union
	x = 1
	y = 1
	cost = 10
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = communism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	prerequisite = {
		focus = EGY_diplomatic_mission_to_the_soviet_union
	}
	mutually_exclusive = {
		focus = EGY_join_the_allies EGY_the_non_alligned_movement
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_country_leader_trait = communist_sympathiser
		if = {
			limit = {
				has_government = democratic
			}
			remove_ideas = EGY_egyptian_non_alligment
		} {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = EGY
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_winning_the_battle_of_the_caribbean
Constructs: prerequisite, has_war, add_ideas, completion_reward, add_tech_bonus, secret_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_winning_the_battle_of_the_caribbean
	icon = GFX_goal_generic_navy_anti_submarine
	cost = 10
	prerequisite = {
		focus = CUB_join_the_allies
	}
	relative_position_id = CUB_join_the_allies
	x = 1
	y = 1
	available = {
		OR = {
			has_war = yes
			threat = > 0.5
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = secret_bonus
			bonus = 1
			uses = 1
			category = radar_tech
		} {
			name = secret_bonus
			bonus = 1
			uses = 1
			category = asw_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea CUB_winning_the_battle_of_the_caribbean
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: israel.49
Constructs: is_triggered_only, ai_chance, has_country_flag, complete_national_focus, set_country_flag, has_game_rule
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.49
	title = israel.49.t
	desc = israel.49.d
	picture = GFX_report_event_isr_lehi_radio
	is_triggered_only = yes
	option = {
		name = israel.49.a
		complete_national_focus = ISR_the_revisionist_split ISR_gather_the_loyalists
		set_country_flag = ISR_sided_loyalists
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				original_tag = ISR
				OR = {
					has_country_flag = ISR_AI_RANDOM_LEHI
					has_game_rule = {
						rule = ISR_AI_BEHAVIOR
						option = ISR_LEHI
					}
				}
			}
		}
	} {
		name = israel.49.b
		complete_national_focus = ISR_the_revisionist_split ISR_empower_stern_gang
		set_country_flag = ISR_sided_lehi
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				original_tag = ISR
				OR = {
					has_country_flag = ISR_AI_RANDOM_IRGUN
					has_game_rule = {
						rule = ISR_AI_BEHAVIOR
						option = ISR_IRGUN
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_warlord_integration_5
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_warlord_integration_5 = {
	name = CHI_warlord_integration
	picture = chi_warlord_integration
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -1.25
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_create_coastal_fortifications
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_create_coastal_fortifications
	icon = GFX_focus_generic_coastal_fort
	cost = 5
	prerequisite = {
		focus = FRI_maintain_reliance_on_the_armee_de_terre
	}
	completion_reward = {
		custom_effect_tooltip = FRI_create_coastal_fortifications_tt
		hidden_effect = {
			671 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
			}
			286 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 5
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, owns_state, fire_only_once, is_puppet_of, complete_effect
Source: game
File: common/decisions/SOV.txt

Code:
political_actions = {
	SOV_return_manchuria = {
		allowed = {
			original_tag = SOV
		}
		available = {
			OR = {
				AND = {
					owns_state = 610 716 328 715 714 717
				} {
					MAN = {
						is_puppet_of = SOV
					}
					owns_state = 610 716 328 715 714 717
				}
			}
		}
		cost = 0
		fire_only_once = yes
		visible = {
			JAP = {
				has_completed_focus = JAP_strengthen_civilian_government
			}
			PRC = {
				exists = yes
			}
		}
		complete_effect = {
			PRC = {
				transfer_state = 609 610 716 715 328 717 714
				country_event = {
					id = wtt_japan.125
				}
			}
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_cruiser_investments
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_cruiser_investments
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = wuw_HUN_invest_in_destroyer_models
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_invest_in_destroyer_models
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = wuw_HUN_cruiser_investments
			bonus = 1.0
			uses = 2
			category = ca_tech
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_secular_nationalism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_secular_nationalism
	icon = GFX_goal_morale_bonus
	cost = 10
	prerequisite = {
		focus = PER_forced_secularization_r56
	}
	x = 1
	y = 1
	relative_position_id = PER_forced_secularization_r56
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_ideas = PER_secular_nationalism
	}
}
### Entity: Idea
Component: CHI_civil_war_deserters
Constructs: has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_civil_war_deserters = {
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.2
	}
}
### Entity: Military Industrial Organization
Component: GRE_petropoulos_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_petropoulos_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_gre_petropoulos
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		owner = {
			has_completed_focus = GRE_crack_down_on_foreign_monopolies
		}
	}
}