Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_pacific_navy
Constructs: prerequisite, limit, completion_reward, has_navy_size, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_pacific_navy
	icon = GFX_goal_generic_multiple_ships
	prerequisite = {
		focus = PHI_strike_force PHI_island_defense
	}
	relative_position_id = PHI_island_defense
	available = {
		has_navy_size = {
			size = > 19
		}
		any_owned_state = {
			is_coastal = yes
		}
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 3
			prioritize = {
				327
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = uk_carrier_focus
			bonus = 1
			uses = 1
			category = cv_tech
		} {
			name = bb_bonus
			bonus = 1
			uses = 1
			category = bb_tech naval_gunnery_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: BUL_rearmament
Constructs: has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_rearmament = {
	priority = 6
	icon = ger_military_buildup
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Misc Config
Component: states_in_the_nordics
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
states_in_the_nordics = {
	input = game:all_states
	operators = {
		limit = {
			OR = {
				region = 275 10 11 192 276 191 277 278 13 161 36 45
			}
		}
	}
	name = COLLECTION_STATES_IN_NORDICS
}
### Entity: Event
Component: soviet.10
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, annex_country
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.10
	title = soviet.10.t
	desc = soviet.10.d
	picture = GFX_report_event_soviet_tank_parade
	is_triggered_only = yes
	option = {
		name = soviet.10.a
		if = {
			limit = {
				FROM = {
					has_country_flag = cave_to_enemy_pressure_flag
					NOT = {
						has_completed_focus = LIT_appease_nazis
					}
				}
			}
			puppet = FROM
		}
		else = {
			annex_country = {
				target = FROM
			}
		}
	}
}
### Entity: Modding Documentation
Construct: reduce_opinion
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## reduce_opinion
* Arguments: <Country tag>

Reduce opinion to/from tag
### Entity: Character
Component: BOL_indigenous_council
Source: game
File: common/characters/BOL.txt

Code:
BOL_indigenous_council = {
	name = BOL_indigenous_council
	portraits = {
		civilian = {
			large = GFX_portrait_true_plurinational_bolivia_council
		}
	}
}
### Entity: Scripted Effect
Component: EAI_advisor_strategies
Constructs: limit, clear_variable, has_available_idea_with_traits, has_idea_with_trait, set_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_advisor_strategies = {
	if = {
		limit = {
			NOT = {
				EAI_ADVISOR_country_has_pick_order = yes
			}
		}
		clear_variable = EAI_get_advisor
		if = {
			limit = {
				has_available_idea_with_traits = {
					idea = silent_workhorse
					limit = 1
				}
				NOT = {
					has_idea_with_trait = silent_workhorse
				}
			}
			set_variable = {
				EAI_get_advisor = global.EAI_silent_workhorse_TYPE
			}
		}
		else_if = {
			limit = {
				has_available_idea_with_traits = {
					idea = captain_of_industry
					limit = 1
				}
				NOT = {
					has_idea_with_trait = captain_of_industry
				}
			}
			set_variable = {
				EAI_get_advisor = global.EAI_captain_of_industry_TYPE
			}
		} {
			limit = {
				has_available_idea_with_traits = {
					idea = head_of_intelligence
					limit = 1
				}
				NOT = {
					has_idea_with_trait = head_of_intelligence
				}
			}
			set_variable = {
				EAI_get_advisor = global.EAI_head_of_intelligence_TYPE
			}
		} {
			limit = {
				has_available_idea_with_traits = {
					idea = war_industrialist
					limit = 1
				}
				NOT = {
					has_idea_with_trait = war_industrialist
				}
			}
			set_variable = {
				EAI_get_advisor = global.EAI_war_industrialist_TYPE
			}
		} {
			limit = {
				has_available_idea_with_traits = {
					idea = popular_figurehead
					limit = 1
				}
				NOT = {
					has_idea_with_trait = popular_figurehead
				}
			}
			set_variable = {
				EAI_get_advisor = global.EAI_popular_figurehead_TYPE
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_invite_western_advisors
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_invite_western_advisors
	icon = GFX_focus_generic_university_2
	prerequisite = {
		focus = TIB_open_the_sikkim_trade_office
	}
	relative_position_id = TIB_open_the_sikkim_trade_office
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TIB_basil_gould
	}
}
### Entity: Idea
Component: ETH_vickers_armstrong_eng
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_vickers_armstrong_eng = {
	picture = vickers_armstrong_eng
	allowed = {
		original_TAG = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_vickers_armstrong_eng
				}
			}
			ENG = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = ENG
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: SIK_transformation_of_nature_idea
Constructs: removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_transformation_of_nature_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = SOV_transformation_of_nature
	modifier = {
		consumer_goods_factor = -0.05
		global_building_slots = 1
		local_resources_factor = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_46
Source: game
File: history/units/ROM_1936_air_bba.txt

Code:
air_wings = {
	46 = {
		small_plane_airframe_0 = {
			owner = ROM
			creator = POL
			amount = 48
			version_name = PZL P.11
		}
	}
}
### Entity: Order of Battle
Component: DVVO Mekhanizirovaniy Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = DVVO Mekhanizirovaniy Korpus
	location = 12189
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = T-26TU mod. 1933
			amount = 250
		}
	}
}
### Entity: Event
Component: belgium.161
Constructs: ai_chance, has_completed_focus, limit, has_government, fire_only_once, is_puppet_of, is_puppet, has_country_leader
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.161
	title = belgium.161.t
	desc = belgium.161.desc
	picture = GFX_report_event_force_publique
	fire_only_once = yes
	trigger = {
		tag = COG
		OR = {
			is_puppet_of = ETH SAF MZB ANG LIB
			has_completed_focus = COG_independence
		}
		if = {
			limit = {
				is_puppet = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
		has_government = communism
		has_country_leader = {
			ruling_only = yes
			character = COG_albert_decoster
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = belgium.161.a
		retire_country_leader = yes
		ai_chance = {
			base = 50
		}
	} {
		name = belgium.161.b
		retire_country_leader = yes
		set_country_flag = decoster_in_government
		ai_chance = {
			base = 50
		}
	} {
		name = belgium.161.c
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: spare_parts_tank_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
spare_parts_tank_manufacturer = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			reliability = 0.07
			build_cost_ic = -0.02
		}
		medium_tank_chassis = {
			reliability = 0.07
			build_cost_ic = -0.02
		}
		light_tank_chassis = {
			reliability = 0.07
			build_cost_ic = -0.02
		}
		modern_tank_chassis = {
			reliability = 0.07
			build_cost_ic = -0.02
		}
		super_heavy_tank_chassis = {
			reliability = 0.07
			build_cost_ic = -0.02
		}
		amphibious_tank_chassis = {
			reliability = 0.07
			build_cost_ic = -0.02
		}
	}
}
### Entity: Character
Component: JAP_shizuichi_tanaka
Source: game
File: common/characters/JAP.txt

Code:
JAP_shizuichi_tanaka = {
	name = JAP_shizuichi_tanaka
	portraits = {
		army = {
			large = GFX_portrait_JAP_shizuichi_tanaka
			small = GFX_portrait_JAP_shizuichi_tanaka_small
		}
	}
	corps_commander = {
		traits = {
			career_officer infantry_officer trickster
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: Character
Component: SEN_nt
Source: game
File: common/characters/SEN.txt

Code:
SEN_nt = {
	advisor = {
		slot = theorist
		idea_token = SEN_nt
		ledger = navy
		allowed = {
			original_tag = SEN
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.4
Constructs: is_triggered_only, ai_chance, limit, add_ideas, set_nationality, every_controlled_state, set_compliance, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.4
	title = wuw_GER_reichskommissariats.4.t
	desc = wuw_GER_reichskommissariats.4.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					UKR = {
						exists = no
					}
				}
				UKR = {
					set_nationality = {
						target_country = RKU
						character = UKR_mykhailo_omelianovych_pavlenko
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.4.a
		ai_chance = {
			base = 85
		}
		RKU = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					UKR = {
						exists = no
					}
				}
				RKU = {
					set_nationality = {
						target_country = UKR
						character = UKR_mykhailo_omelianovych_pavlenko
					}
				}
			}
		} {
			RKU = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.4.b
		trigger = {
			UKR = {
				exists = no
			}
		}
		ai_chance = {
			base = 15
		}
		RKU = {
			UKR_mykhailo_omelianovych_pavlenko = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKU = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_construction_strategy_ITA
Constructs: limit, is_major, has_deployed_air_force_size
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_ITA = {
	EAI_queue_RADAR = yes
	if = {
		limit = {
			num_of_civilian_factories_available_for_projects = > 40
			any_enemy_country = {
				has_deployed_air_force_size = {
					size = > 200
					type = strategic_bomber
				}
			}
			is_major = yes
		}
		EAI_queue_AA = yes
	}
}
### Entity: Scripted Effect
Component: NOR_deploy_prep_dem_2
Constructs: remove_dynamic_modifier, add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_deploy_prep_dem_2 = {
	remove_dynamic_modifier = {
		modifier = NOR_prep_his_dmod_2
	}
	add_dynamic_modifier = {
		modifier = NOR_prep_his_dmod_1
	}
	set_variable = {
		NOR_state_preparation = 1
	}
	NOR_add_mil_to_state = yes
}
### Entity: Character
Component: RAJ_GOE_muhammad_ayub_khan
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_muhammad_ayub_khan = {
	name = RAJ_GOE_muhammad_ayub_khan
	portraits = {
		army = {
			large = GFX_portrait_RAJ_muhammad_ayub_khan
			small = GFX_portrait_RAJ_muhammad_ayub_khan_small
		}
	}
	advisor = {
		slot = army_chief
		ledger = army
		idea_token = RAJ_GOE_muhammad_ayub_khan
		allowed = {
			OR = {
				original_tag = PAK AFG
				AND = {
					original_tag = RAJ
					has_completed_focus = RAJ_the_mughal_uprising
				}
			}
		}
		traits = {
			army_chief_reform_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			politically_connected loyalty_to_pakistan
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				has_completed_focus = RAJ_royal_indian_navy_mutiny
			}
		}
	}
}
### Entity: Character
Component: PAL_the_great_shalaf
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAL_the_great_shalaf = {
	random = no
	fascism_drift = 0.05
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.1
}
### Entity: Event
Component: AST_diplomatic_events.17
Constructs: is_triggered_only, ai_chance, has_government, is_subject, set_country_flag, has_military_access_to
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.17
	title = AST_diplomatic_events.17.t
	desc = AST_diplomatic_events.17.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.17.a
		ai_chance = {
			base = 6
			modifier = {
				OR = {
					has_government = democratic neutrality
				}
				add = 10
			}
		}
		trigger = {
			AST = {
				NOT = {
					is_subject = yes
				}
			}
		}
		custom_effect_tooltip = AST_diplomatic_events.17.a.tt
		hidden_effect = {
			AST = {
				set_country_flag = AST_INS_puppet
				country_event = {
					id = AST_diplomatic_events.18
					hours = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.17.b
		ai_chance = {
			base = 3
			modifier = {
				OR = {
					has_government = democratic neutrality
				}
				add = 10
			}
		}
		trigger = {
			AST = {
				NOT = {
					has_military_access_to = INS
				}
			}
		}
		custom_effect_tooltip = AST_diplomatic_events.17.b.tt
		hidden_effect = {
			AST = {
				set_country_flag = AST_INS_military_access
				country_event = {
					id = AST_diplomatic_events.18
					hours = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.17.c
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.19
					hours = 1
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_hungary.67
Constructs: is_triggered_only, limit, has_country_flag, declare_war_on, puppet_wargoal_focus, take_state_focus
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.67
	title = DOD_hungary.67.t
	desc = DOD_hungary.67.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = DOD_hungary.67.a
		if = {
			limit = {
				FROM = {
					has_country_flag = HUN_war_support
				}
			}
			FROM = {
				declare_war_on = {
					target = ROM
					type = puppet_wargoal_focus
				}
			}
		}
		declare_war_on = {
			target = ROM
			type = take_state_focus
			generator = {
				76 83 84
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: ITA_caproni_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_caproni_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_caproni
	allowed = {
		OR = {
			tag = ITA
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_country_flag = ETH_ITA_sends_air_designers
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		}
		ELSE = {
			FROM = {
				controls_state = 159
			}
			ITA_is_northern_designer = yes
		}
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_plane_cas_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Scripted Effect
Component: SIA_increase_civilian_approval_3
Constructs: limit, has_country_flag, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_increase_civilian_approval_3 = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		if = {
			limit = {
				has_idea = idea_SIA_civilian_rebellious
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_rebellious
				add_idea = idea_SIA_civilian_slight_support
			}
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_civilian_opposition
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_opposition
				add_idea = idea_SIA_civilian_full_support
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_neutral
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_neutral
				add_idea = idea_SIA_civilian_full_support
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_slight_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_slight_support
				add_idea = idea_SIA_civilian_full_support
			}
			add_stability = 0.04
		} {
			limit = {
				has_idea = idea_SIA_civilian_full_support
			}
			add_stability = 0.08
		}
	}
}
### Entity: Order of Battle
Component: Autotanku Pulks
Constructs: division_template
Source: game
File: history/units/LAT_1936_nsb.txt

Code:
division_template = {
	name = Autotanku Pulks
	regiments = {
		light_armor = {
			x = 0
			y = 0
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_swedish_steel_production
Constructs: prerequisite, completion_reward, is_fully_controlled_by, is_subject, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_swedish_steel_production
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = DEN_secure_swedish_steel
	}
	relative_position_id = DEN_scandinavian_security
	x = 0
	y = 3
	cost = 5
	available = {
		666 = {
			is_fully_controlled_by = ROOT
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capability_local_resources = 0.1
			tooltip = local_resources_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		custom_effect_tooltip = DEN_swedish_steel__protection_tt
	}
}
### Entity: Modifier Reference
Component: BEL_corruption_dynamic_modifier
Constructs: stability_factor, political_power_gain, production_speed_buildings_factor, fascism_drift
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_corruption_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ARG_political_corruption_modifier
	political_power_gain = BEL_corruption_political_power_gain
	stability_factor = BEL_corruption_stability_factor
	production_speed_buildings_factor = BEL_corruption_production_speed_buildings_factor
	fascism_drift = BEL_corruption_fascism_drift
}
### Entity: Trigger Reference
Construct: is_exile_host
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_exile_host

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Checks if scope country is hosting an exile. is_exile_host = yes
```
### Entity: Idea
Component: AUS_coal_mining
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_coal_mining = {
	picture = generic_exploit_mines
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_lack_of_resource_penalty_factor = -0.05
		min_export = -0.1
	}
}
### Entity: Idea
Component: JAP_rebuild_the_civil_service
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_rebuild_the_civil_service = {
	name = JAP_rebuild_the_civil_service
	allowed = {
		original_tag = JAP
	}
	picture = worker_cluture
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		stability_weekly = 0.003
	}
}
### Entity: Idea
Component: CZE_back_against_the_mountains_RUT_player
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_back_against_the_mountains_RUT_player = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		original_tag = RUT
	}
	removal_cost = -1
	modifier = {
		max_dig_in_factor = 0.1
		army_core_defence_factor = 0.1
		conscription_factor = 0.1
		conscription = 0.001
		weekly_manpower = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AGeneric_national_focus_tree.jpg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Tree: nor_focus
Component: NOR_iceland
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_in_faction_with, is_owned_by, is_controlled_by, is_subject
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_iceland
	icon = GFX_focus_generic_invade_iceland
	prerequisite = {
		focus = NOR_our_royal_claims
	}
	x = 2
	y = 0
	relative_position_id = NOR_eirik_raudes_land
	cost = 10
	available = {
		NOT = {
			owns_state = 100
			has_war_with = 100
			 = .OWNER .OWNER
			is_in_faction_with = 100
		} {
			100 = {
				is_owned_by = ROOT
			}
		}
		100 = {
			OR = {
				is_controlled_by = 100 ROOT
				 = .OWNER
			}
		}
		is_subject = no
	}
	bypass = {
		100 = {
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		100 = {
			controller = {
				country_event = {
					id = AAT_norway.17
					hours = 3
				}
			}
		}
		set_country_flag = NOR_claiming_iceland
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept if_they_reject
			100 = {
				transfer_state_to = NOR
			} {
				controller = {
					ROOT = {
						create_wargoal = {
							type = take_state_focus
							target = PREV
							generator = {
								100
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: NOR_ketsen_plus_KK_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_ketsen_plus_KK_fake_ns = {
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	modifier = {
		resistance_target_on_our_occupied_states = 0.2
		resistance_growth_on_our_occupied_states = 0.1
		compliance_growth_on_our_occupied_states = -0.15
	}
}