Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_expanding_the_luftwaffe
Constructs: limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_building_construction, random_owned_controlled_state, set_state_flag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expanding_the_luftwaffe
	icon = GFX_focus_GER_airforce
	x = 12
	y = 0
	relative_position_id = GER_develop_modern_maneuver_warfare
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER
	}
	complete_tooltip = {
		air_experience = 25
		every_state = {
			limit = {
				has_state_flag = GER_expanding_the_luftwaffe_flag
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = GER_expanding_the_luftwaffe_flag
			}
			add_building_construction = {
				type = air_base
				level = 6
				instant_build = yes
			}
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						air_base = > 3 < 9
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 5
					}
				}
				add_building_construction = {
					type = air_base
					level = 6
					instant_build = yes
				}
				set_state_flag = GER_expanding_the_luftwaffe_flag
			}
		} {
			limit = {
				has_dlc = Peace For Our Time
			}
			custom_effect_tooltip = CZE_unlocks_sokolov_raid_pfot_tt generic_skip_one_line_tt
		}
		random_owned_controlled_state = {
			limit = {
				air_base = > 3 < 9
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = GER_expanding_the_luftwaffe_flag
		} {
			limit = {
				air_base = > 3 < 9
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = GER_expanding_the_luftwaffe_flag
		} {
			limit = {
				air_base = > 2 < 9
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = GER_expanding_the_luftwaffe_flag
		}
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_unlocks_eben_emael_raid_tt
			if = {
				limit = {
					NOT = {
						has_dlc = Peace For Our Time
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		custom_effect_tooltip = available_chief_of_airforce
		show_ideas_tooltip = ritter_von_greim
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_doctrinal_advancements
Constructs: prerequisite, completion_reward, has_global_flag, has_volunteers_amount_from, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_doctrinal_advancements
	available = {
		NOT = {
			has_global_flag = scw_over
		}
		OR = {
			has_volunteers_amount_from = {
				tag = ITA
				count = > 0
			} {
				tag = GER
				count = > 0
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_equipment_shipments
	}
	icon = GFX_goal_generic_army_doctrines
	x = 1
	y = 1
	relative_position_id = SPA_equipment_shipments
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		} {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Name List
Component: AFG
Source: game
File: common/names/00_names.txt

Code:
AFG = {
	male = {
		names = {
			Abdallah Abd al-Rahman Abd al-Quddus Afzal Ahmad Akbar Akram Ayyub Fath Firuz al-Din Habib Alllah Haydar Humayun Inayat Allah Ishaq Jamal Kamran Kohandil Mahmud Mahsud Mihrdil Muhammad Murad Nadir Nasr Allah Omar Qaysar Shahpur Sher Ali Shuja Suleyman Timur Yaqub Zaman
		}
	}
	female = {
		names = {
			Adan Adar Ara Ardil Arezo Arezu Ariyan Badil Bahar Bawan Baziyan Befraw Belqis Bihar Binar Binav Biyan Bohar Burandoxt Pourandokht Derav Desmal Devken Dilar Dilaram Dilare Dilawaz Dilber Dilcan Dildar Dilgerm Esmerxan Nawal Ezcan Felek Fener Gerdengaz Gozel
		}
	}
	surnames = {
		Khan Nuristani Sattari Sherkhanzai Yasin Abdul Ahmadi Aziz Karzai Nawabi Poya Shahnawaz
	}
	callsigns = {

	}
}
### Entity: Technology
Component: sp_armored_signal_tech
Constructs: limit, is_major, is_special_project_completed, is_special_project_tech, research_cost, enable_subunits, enable_equipment_modules, has_dlc
Source: game
File: common/technologies/support.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_military_engineering_vehicles
		}
	}
	is_special_project_tech = yes
	research_cost = 2.0
	start_year = 1938
	folder = {
		name = support_folder
		position = {
			x = 15
			y = @1938
		}
	}
	categories = {
		support_tech signal_company_tech electronics
	}
	enable_subunits = {
		armored_signal
	}
	enable_equipment_modules = {
		lc_command_center
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			SP_create_variant_based_on_country_armored_signal = yes
		}
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 1.5
			date = > 1940.1.1
		} {
			factor = 1.5
			date = > 1944.1.1
		}
	}
}
### Entity: AI Strategy
Component: EAI_FRA_prepare_for_war_vs_ITA
Constructs: has_completed_focus, has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/FRA_EAI.txt

Code:
EAI_FRA_prepare_for_war_vs_ITA = {
	allowed = {
		tag = FRA
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			GER = {
				has_war_with = FRA
			} {
				has_completed_focus = GER_danzig_or_war
			} {
				focus_progress = {
					focus = GER_danzig_or_war
					progress = > 0
				}
			}
		}
		NOT = {
			has_war_with = ITA
		}
		ITA = {
			GER = {
				EAI_PREV_has_same_ideology_with_THIS = yes
			}
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = ITA
		value = 100
	}
}
### Entity: Special Project
Component: sp_air_r56_afterburning_engine
Constructs: has_dlc, breakthrough_cost, resource_cost, enable_equipment_modules
Source: game
File: common/special_projects/projects/r56_air_projects.txt

Code:
sp_air_r56_afterburning_engine = {
	specialization = specialization_air
	icon = GFX_sp_air_afterburning_engine
	project_tags = {
		sp_tag_aircraft sp_tag_jet
	}
	special_project_parent = {
		sp_air_axial_jet_engine
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	allowed = {
		has_dlc = By Blood Alone
	}
	breakthrough_cost = {
		specialization_air = 1
	}
	resource_cost = {
		resources = {
			chromium = 9
			aluminium = 10
			steel = 4
		}
	}
	project_output = {
		enable_equipment_modules = {
			jet_engine_1x_3 jet_engine_2x_3 jet_engine_3x_3 jet_engine_4x_3 jet_engine_6x_3
		}
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3
	}
}
### Entity: Decision
Component: form_greater_greece_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_greater_greece_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_greater_greece
	allowed = {

	}
}
### Entity: Event
Component: israel.101
Constructs: ai_chance, has_completed_focus, owns_state, has_war_with, has_country_flag, add_stability, fire_only_once, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.101
	title = israel.101.t
	desc = israel.101.d
	fire_only_once = yes
	trigger = {
		TAG = EGY
		has_country_flag = MPL_arab_declaring_war
		has_war_with = ISR
		ISR = {
			NOT = {
				has_completed_focus = ISR_win
			} {
				owns_state = 453
			}
			count_triggers = {
				amount = 1
				controls_province = 4161 10002 12073
			}
		}
	}
	option = {
		name = israel.101.a
		ISR = {
			country_event = {
				id = israel.102
				random_hours = 12
			}
		}
		clr_country_flag = ISR_arab_israel_impending MPL_arab_declaring_war
		set_country_flag = MPL_arab_peaced_out
		effect_tooltip = {
			949 = {
				transfer_state_to = 949
				 = .controller
			}
			1017 = {
				transfer_state_to = 1017
				 = .controller
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = israel.101.b
		add_stability = -0.1
	}
}
### Entity: Faction
Component: faction_goal_convoy_sufficiency
Constructs: limit, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member, has_navy_size, has_completed_goal, is_coastal
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_convoy_sufficiency = {
	name = convoy_sufficiency_goal_name
	description = convoy_sufficiency_goal_desc
	category = short_term
	group = FOCUS_FILTER_INDUSTRY
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			unit = convoy
			size = > 999
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt
		add_faction_initiative = 1
		every_faction_member = {
			tooltip = AT_LEAST_200_CONVOYS
			visible_when_empty = yes
			limit = {
				has_navy_size = {
					size = > 199
					type = convoy
				}
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_convoy_sufficiency
					}
				}
				navy_experience = 50
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = -1
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_coastal = yes
							is_controlled_by_ROOT_or_ally = yes
						}
					}
				}
				value = < 1
			}
		} {
			add = 1
			OR = {
				original_tag = ENG USA JAP ITA FRA
			}
		} {
			add = 1
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_coastal = yes
							is_controlled_by_ROOT_or_ally = yes
						}
					}
				}
				value = > 19
			}
		}
	}
}
### Entity: Event
Component: venezuela.30
Constructs: ai_chance, has_government, fire_only_once, add_political_power, has_country_leader, add_country_leader_role
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.30
	picture = GFX_report_event_tur_ataturk_writing_desk
	title = venezuela.30.t
	desc = venezuela.30.d
	fire_only_once = yes
	trigger = {
		original_tag = VEN
		has_country_leader = {
			character = VEN_eleazar_lopez_contreras
			ruling_only = yes
		}
		has_government = neutrality
		date = > 1941.4.28
	}
	mean_time_to_happen = {
		days = 120
	}
	option = {
		name = venezuela.30.a
		ai_chance = {
			base = 0
		}
		add_political_power = 10
	} {
		name = venezuela.30.b
		ai_chance = {
			base = 90
		}
		add_country_leader_role = {
			character = VEN_audelino_moreno
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1
				traits = {
					army_connections r56_trait_opposed_to_communism
				}
			}
		}
	}
}
### Entity: Idea
Component: PAL_encouraged_jewish_enlistment
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_encouraged_jewish_enlistment = {
	picture = ISR_defend_israel
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		conscription_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/AIR/strategic_bomber
Constructs: has_war, limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/AIR/strategic_bomber = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/AIR/strategic_bomber_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
					}
				}
				OR = {
					AND = {
						date = > 1942.1.1
						num_of_military_factories = > 250
						check_variable = {
							num_fighters_deployed = > 10000
						}
						NOT = {
							surrender_progress = > 0
						}
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/strategic_bomber = FROM: [?EAI_FOCUS/AIR/strategic_bomber] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/strategic_bomber = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						date = > 1942.1.1
						OR = {
							AND = {
								num_of_military_factories = < 75
							} {
								has_war = yes
								OR = {
									surrender_progress = > 0.1
									check_variable = {
										num_fighters_deployed = < 2000
									}
								}
							}
						}
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/strategic_bomber = FROM: [?EAI_FOCUS/AIR/strategic_bomber] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/strategic_bomber = global.EAI_OFF
			}
		}
	}
}
### Entity: Idea
Component: GER_post_war_economics_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_post_war_economics_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = FRA_factory_strikes
	modifier = {
		stability_factor = 0.2
		line_change_production_efficiency_factor = 0.1
		war_support_factor = -0.05
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.111
Constructs: is_triggered_only, ai_chance, add_political_power, set_autonomy, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.111
	title = SEA_japan_foreign_policy.111.t
	desc = SEA_japan_foreign_policy.111.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.111.a
		ai_chance = {
			base = 95
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
		remove_from_faction = FROM
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = FROM
			expire = 0
		}
	} {
		name = SEA_japan_foreign_policy.111.b
		ai_chance = {
			base = 5
		}
		add_political_power = 50
	}
}
### Entity: Event
Component: wtt_germany.5
Constructs: is_triggered_only, ai_chance, set_country_flag, declare_war_on, puppet_wargoal_focus, add_country_leader_role
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.5
	title = wtt_germany.5.t
	desc = wtt_germany.5.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 20
		}
		name = wtt_germany.5.a
		set_country_flag = germany_war_return_kaiser
		declare_war_on = {
			target = HOL
			type = puppet_wargoal_focus
		}
		FRA = {
			country_event = {
				id = wtt_germany.28
				hours = 2
			}
		}
	} {
		ai_chance = {
			factor = 80
		}
		name = wtt_germany.5.b
		hidden_effect = {
			set_country_flag = backed_down_netherlands_kaiser
		}
		GER_wilhelm_iii = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						popular_figurehead2
					}
				}
				promote_leader = yes
			}
		}
		custom_effect_tooltip = wtt_germany.5_tt
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_extend_maginot
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_in_faction_with, every_controlled_state, set_building_level
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_extend_maginot
	icon = GFX_goal_fortify_the_westwall
	cost = 8
	x = -1
	y = 1
	relative_position_id = LUX_join_allies
	prerequisite = {
		focus = LUX_join_allies
	}
	available = {
		is_in_faction_with = FRA
		has_war = no
		NOT = {
			GER = {
				has_government = democratic
			}
		}
	}
	completion_reward = {
		every_controlled_state = {
			limit = {
				any_neighbor_state = {
					controller = {
						NOT = {
							has_government = democratic
						}
					}
				}
			}
			set_building_level = {
				type = bunker
				level = 10
				province = {
					all_provinces = yes
					limit_to_border = yes
					level = < 10
				}
			}
			add_dynamic_modifier = {
				modifier = FRA_maginot_line_dynamic_modifier
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				}
				is_neighbor_of = ROOT
			}
			reverse_add_opinion_modifier = {
				target = THIS
				modifier = FRA_extend_the_maginot_line_focus_neg
			}
		}
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
}
### Entity: Idea
Component: MEX_right_wing_paramilitaries
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_right_wing_paramilitaries = {
	name = MEX_right_wing_paramilitaries
	picture = chi_army_corruption3
	allowed = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		military_leader_cost_factor = 0.5
		max_command_power = 25
		fascism_drift = 0.1
		army_morale_factor = 0.15
	}
}
### Entity: Idea
Component: CHL_machi_in_the_army
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_machi_in_the_army = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_machi_in_the_army
	modifier = {
		army_core_defence_factor = 0.05
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		army_org_factor = 0.1
		experience_loss_factor = -0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_launch_sino_germanic_joint_research_program
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_political_power, has_global_flag, random_hours, add_to_tech_sharing_group
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_launch_sino_germanic_joint_research_program
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = GER_industrial_investments
	}
	x = 0
	y = 1
	relative_position_id = GER_industrial_investments
	cost = 5
	available = {
		has_global_flag = CHI_has_accepted_german_overtures
		event_target:WTT_current_china_leader = {
			NOT = {
				has_government = communism
				has_war_with = ROOT
			}
		}
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.5
				hours = 18
				random_hours = 48
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_political_power = 100
			add_to_tech_sharing_group = ger_chi_research
			custom_effect_tooltip = generic_skip_one_line_tt
			event_target:WTT_current_china_leader = {
				add_timed_idea = {
					idea = GER_investments_into_sino_german_research_cooperation_idea
					days = 360
				}
				add_to_tech_sharing_group = ger_chi_research
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_second_to_none
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_second_to_none
	icon = GFX_goal_generic_air_fighter2
	overlay = GFX_focus_overlay_cze_air_focus
	prerequisite = {
		focus = CZE_increase_military_aeronautical_institute_funding
	}
	mutually_exclusive = {
		focus = CZE_diversify_airframe_production
	}
	relative_position_id = CZE_increase_military_aeronautical_institute_funding
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		CZE_has_a_skoda_planes_focus = yes
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_letectvo_air_superiority_efficiency = 0.05
			tooltip = air_superiority_efficiency_tt
		} {
			CZE_ceskoslovenske_letectvo_air_attack_factor = 0.05
			tooltip = air_attack_factor_tt
		}
		add_tech_bonus = {
			name = CZE_second_to_none
			bonus = 1
			uses = 1
			category = light_fighter cat_heavy_fighter
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_ministry_for_propogation_of_virtue
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_ministry_for_propogation_of_virtue
	icon = GFX_goal_PAL_establish_majlis
	x = -4
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 8
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = AFG_mirzali_as_emir AFG_maududi_as_sheikhulislam
	}
	relative_position_id = AFG_mirzali_as_emir
	completion_reward = {
		add_political_power = 35
		add_ideas = AFG_ministry_of_virtue
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wuw_HUN_news_events.7
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.7
	title = wuw_HUN_news_events.7.t
	desc = wuw_HUN_news_events.7.desc
	picture = GFX_news_event_HUN_bela_kun
	major = yes
	is_triggered_only = yes
	option = {
		name = wuw_HUN_news_events.7.a
		trigger = {
			TAG = HUN
		}
	} {
		name = wuw_HUN_news_events.7.b
		trigger = {
			NOT = {
				TAG = HUN
			}
			OR = {
				has_government = democratic neutrality fascism
			}
		}
	} {
		name = wuw_HUN_news_events.7.c
		trigger = {
			NOT = {
				TAG = HUN
			}
			has_government = communism
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.83
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.83
	title = bftb_bulgaria_factions.83.t
	desc = bftb_bulgaria_factions.83.desc
	picture = GFX_report_event_bul_boris_military
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.83.a
		BUL_nsm_low_loyalty_decrease_effect = yes
		BUL_nsm_high_popularity_decrease_effect = yes
		add_political_power = 50
	}
}
### Entity: Modifier Reference
Component: r56_berghohe
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_berghohe = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	army_defence_factor = 0.15
}