Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: GER_proletarian_revolution_cat
Constructs: has_country_flag, add_stability, fire_only_once, has_civil_war, cancel_if_not_visible, is_good, has_dynamic_modifier, is_capital
Source: game
File: common/decisions/GER.txt

Code:
GER_proletarian_revolution_cat = {
	GER_imminent_proletarian_revolution_mission = {
		priority = 1
		icon = GFX_decision_revolt
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 120
		fire_only_once = yes
		activation = {
			has_country_flag = GER_the_proletarian_revolution_flag
			has_civil_war = no
		}
		visible = {
			tag = GER
			has_country_flag = GER_the_proletarian_revolution_flag
			has_civil_war = no
		}
		cancel_if_not_visible = yes
		is_good = yes
		timeout_effect = {
			country_event = {
				id = wuw_GER_civil_war.6
				hours = 12
			}
		}
	}
	GER_expand_the_proletarian_uprisings_decision = {
		icon = GFX_decision_generic_civil_support
		priority = 1
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {

		}
		state_target = yes
		on_map_mode = map_only
		target_array = ROOT.core_states
		target_trigger = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = GER_proletariat_uprising_modifier
					}
				}
				is_capital = no
				OR = {
					industrial_complex = > 0
					arms_factory = > 0
					dockyard = > 0
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 30
		ai_will_do = {
			base = 15
		}
		complete_effect = {
			set_country_flag = GER_encouraging_proletariat_uprisings_flag
		}
		remove_effect = {
			clr_country_flag = GER_encouraging_proletariat_uprisings_flag
			add_days_mission_timeout = {
				mission = GER_imminent_proletarian_revolution_mission
				days = 15
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			FROM = {
				set_temp_variable = {
					GER.increased_communist_support = industrial_complex_level
				}
				add_to_temp_variable = {
					GER.increased_communist_support = arms_factory_level
				} {
					GER.increased_communist_support = building_level@dockyard
				} {
					GER.increased_communist_support = building_level@synthetic_refinery
				}
			} {
				set_temp_variable = {
					GER.decreased_stability = industrial_complex_level
				}
				add_to_temp_variable = {
					GER.decreased_stability = arms_factory_level
				} {
					GER.decreased_stability = building_level@dockyard
				} {
					GER.decreased_stability = building_level@synthetic_refinery
				}
			} {
				add_dynamic_modifier = {
					modifier = GER_proletariat_uprising_modifier
				}
			}
			multiply_temp_variable = {
				var = increased_commun
# ... (truncated)
### Entity: National Focus
Tree: gre_focus
Component: GRE_resurrecting_the_megali_idea
Constructs: prerequisite, add_war_support, has_country_flag, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_resurrecting_the_megali_idea
	icon = GFX_focus_GRE_resurrecting_the_megali_idea
	prerequisite = {
		focus = GRE_the_anatolian_refugees
	}
	available = {
		OR = {
			country_exists = TUR
			has_country_flag = GRE_megali_convention_a_failure
		}
		is_subject = no
	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GRE_the_anatolian_refugees
	will_lead_to_war_with = TUR
	cost = 20
	ai_will_do = {
		base = 1
	}
	bypass = {
		OR = {
			NOT = {
				OR = {
					country_exists = ENG FRA ITA
				}
				country_exists = TUR
			}
			has_country_flag = GRE_megali_convention_a_failure
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	select_effect = {
		country_event = {
			id = bftb_greece.7
			days = 7
		}
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = GRE_megali_idea_conference_invites_tt
	}
}
### Entity: Scripted Effect
Component: update_operation_ai
Constructs: limit, has_government, check_variable, has_capitulated, is_ally_with, set_variable, add_to_temp_variable, is_preparing_operation
Source: game
File: common/scripted_effects/operation_strat_effects.txt

Code:
update_operation_ai = {
	if = {
		limit = {
			NOT = {
				check_variable = {
					generic_operation_target = 0
				}
			}
			var:generic_operation_target = {
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = PREV
				}
			}
		}
		set_variable = {
			generic_operation_target = 0
		}
	} {
		limit = {
			NOT = {
				check_variable = {
					captor = 0
				}
			}
		}
		set_variable = {
			rescue_operative_from = captor
		}
		add_to_temp_variable = {
			min_needed_operative_for_operations = 2
		}
	} {
		limit = {
			num_of_operatives = < t
		}
		set_variable = {
			generic_operation_target = 0
		}
	} {
		limit = {
			NOT = {
				check_variable = {
					generic_operation_target = 0
				}
			}
			OR = {
				check_variable = {
					generic_operation_type_to_run = 0
				}
				NOT = {
					is_preparing_operation = {
						target = var:generic_operation_target
						operation = var:generic_operation_type_to_run
					}
				}
			}
		}
		if = {
			limit = {
				num_of_operatives = > min_needed_operative_for_operations
			}
			clear_temp_array = operation_types operation_types_scores
			set_temp_variable = {
				score = 100
			} {
				score = 50
			} {
				score = 50
			}
			add_to_temp_array = {
				operation_types = token:operation_infiltrate_civilian
			} {
				operation_types_scores = score
			} {
				operation_types = token:operation_infiltrate_armed_forces_army
			} {
				operation_types_scores = score
			} {
				operation_types = token:operation_infiltrate_armed_forces_airforce
			} {
				operation_types_scores = score
			}
			add_to_temp_variable = {
				score = num_armies
			} {
				t = num_deployed_planes
			} {
				score = t
			}
			clamp_temp_variable = {
				var = score
				max = 180
			} {
				var = score
				max = 180
			}
			divide_temp_variable = {
				t = 10
			}
			var:generic_operation_target = {
				if = {
					limit = {
						has_navy_size = {
							size = > 0
						}
						PREV = {
							has_navy_size = {
								size = > 0
							}
						}
					}
					set_temp_variable = {
						score = num_ships
					} {
						t = num_ships_with_type@carrier
					} {
						t = num_ships_with_type@capital
					}
					multiply_temp_variable = {
						t = 20
					} {
						t = 10
					}
					add_to_temp_variable = {
						score = t
					} {
						score = t
					}
					clamp_temp_variable = {
						var = score
						max = 180
					}
					add_
# ... (truncated)
### Entity: Modding Documentation
Construct: min
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## min
Sets the accumulator to the minimum of itself and the value.
### Entity: Idea
Component: CRC_aco2
Source: game
File: common/ideas/curacao.txt

Code:
CRC_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = CRC
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortifications
Constructs: limit, add_ideas, completion_reward, every_controlled_state, is_owned_by, has_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_fortifications
	icon = GFX_goal_SWI_fortress
	cost = 10
	ai_will_do = {
		factor = 5
	}
	x = 30
	y = 0
	completion_reward = {
		add_ideas = SWI_fortifications_idea
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_controlled_state = {
			limit = {
				is_owned_by = SWI
				has_state_flag = r56_SWI_swiss_fortifications_flag
			}
			add_dynamic_modifier = {
				modifier = r56_SWI_swiss_fortifications
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: sweden_auth.13
Constructs: is_triggered_only, create_wargoal, annex_everything, add_ai_strategy, declare_war
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_auth.13
	title = sweden_auth.13.t
	desc = sweden_auth.13.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = sweden_auth.13.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
		hidden_effect = {
			add_ai_strategy = {
				type = declare_war
				id = FROM
				value = 300
			}
		}
	}
}
### Entity: Character
Component: NEN_act
Source: game
File: common/characters/NEN.txt

Code:
NEN_act = {
	advisor = {
		slot = high_command
		idea_token = NEN_act
		cost = 100
		allowed = {
			original_tag = NEN
		}
		traits = {
			air_air_combat_training_2
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_army_1
		}
	}
}
### Entity: Character
Component: JAP_bin_akao
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_bin_akao = {
	name = JAP_bin_akao
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_bin_akao_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_bin_akao
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_okadas_military_purge_speech JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			has_completed_focus = JAP_integrate_the_kenkokutai
		}
		traits = {
			JAP_pan_asianist_national_socialist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: FRA_francois_hussenot
Source: game
File: common/characters/FRA.txt

Code:
FRA_francois_hussenot = {
	name = FRA_francois_hussenot
	portraits = {
		army = {
			large = GFX_portrait_FRA_francois_hussenot
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Faction
Component: faction_template_anglo_italian_pact
Constructs: change_leader_rule_manpower, change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/allies.txt

Code:
faction_template_anglo_italian_pact = {
	name = anglo_italian_pact
	manifest = faction_manifest_containment_of_communism
	icon = GFX_faction_logo_generic_fascist
	goals = {
		faction_goal_an_infantry_army faction_goal_a_military_base faction_goal_defeat_of_communism
	}
	default_rules = {
		faction_peace_take_claimed_focus joining_rule_same_ideology change_leader_rule_manpower change_leader_rule_manifest_below_35
	}
}
### Entity: Event
Component: wuw_GER_monroe.7
Constructs: is_triggered_only, ai_chance, remove_ideas, add_opinion_modifier, add_to_array, add_ai_strategy
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.7
	title = wuw_GER_monroe.7.t
	desc = wuw_GER_monroe.7.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = wuw_GER_monroe.7.a
		ai_chance = {
			base = 15
			modifier = {
				factor = 0.5
				FROM = {
					surrender_progress = > 0.25
				}
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.4.a_tt
		hidden_effect = {
			add_to_array = {
				global.monroe_countries_not_in_support = ROOT
			}
		}
		remove_ideas = {
			USA_monroe_doctrine_idea
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_opposed_the_monroe_doctrine_good
			}
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 100
		}
	} {
		name = wuw_GER_monroe.7.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				FROM = {
					surrender_progress = > 0.25
				}
			} {
				factor = 10
				fascism = < 0.25
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = GER_crushed_the_monroe_doctrine_bad
		}
		FROM = {
			add_ai_strategy = {
				type = antagonize
				id = ROOT
				value = 100
			}
		}
	}
}
### Entity: Decision
Component: r56_TUR_turkish_revanchism
Constructs: has_focus_tree
Source: game
File: common/decisions/categories/r56_TUR_decision_categories.txt

Code:
r56_TUR_turkish_revanchism = {
	icon = tur_unifying_the_country
	priority = 100
	picture = GFX_decision_cat_generic_ottoman_empire
	allowed = {
		original_tag = TUR
	}
	visible = {
		has_focus_tree = turkish_focus_r56
	}
}
### Entity: Modifier Reference
Component: POL_plan_modifier
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
POL_plan_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	state_production_speed_bunker_factor = 0.3
}
### Entity: Event
Component: naw_norway.213
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.213
	title = naw_norway.213.t
	desc = naw_norway.213.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = naw_norway.213.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: ROM_ion_antonescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_ion_antonescu = {
	name = ROM_ion_antonescu
	portraits = {
		army = {
			small = GFX_idea_ROM_ion_antonescu
			large = GFX_Portrait_romania_ion_antonescu
		}
		civilian = {
			large = GFX_Portrait_romania_ion_antonescu
		}
	}
	advisor = {
		slot = army_chief
		idea_token = ROM_ion_antonescu
		allowed = {
			original_tag = ROM
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		traits = {
			offensive_doctrine
		}
		skill = 4
		attack_skill = 4
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_coronation_at_the_temple_of_heaven
Constructs: prerequisite, completion_reward, is_subject, is_controlled_by, cancel_if_invalid, complete_tooltip, add_country_leader_trait
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_coronation_at_the_temple_of_heaven
	icon = GFX_focus_CHI_a_new_middle_kingdom
	x = 0
	y = 1
	relative_position_id = CHI_tsr_form_a_preparatory_committee
	prerequisite = {
		focus = CHI_tsr_form_a_preparatory_committee
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
		608 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_country_leader_trait = CHI_tsr_son_of_heaven
	}
}
### Entity: AI Strategy
Component: USA_save_the_aussies
Constructs: has_war, has_government, has_war_with, is_in_faction, has_opinion, is_in_faction_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_save_the_aussies = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		is_in_faction = no
		has_war = no
		JAP = {
			has_war_with = AST
		}
		AST = {
			has_government = democratic
			surrender_progress = > 0.15
		}
		has_opinion = {
			target = AST
			value = > 0
		}
	}
	abort = {
		OR = {
			has_war_with = AST
			is_in_faction_with = JAP
			JAP = {
				NOT = {
					has_war_with = AST
				}
			}
		}
	}
	ai_strategy = {
		type = contain
		id = JAP
		value = 200
	} {
		type = protect
		id = AST
		value = 200
	} {
		type = support
		id = AST
		value = 100
	}
}
### Entity: Character
Component: JAP_random_general_3
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_random_general_3 = {
	portraits = {
		army = {
			large = GFX_Portrait_Japan_Generic_land_4
			small = GFX_Portrait_Japan_Generic_land_4_small
		}
	}
	corps_commander = {
		traits = {
			JAP_communist_sympathizer trait_reckless politically_connected
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 752
		visible = {
			has_completed_focus = JAP_approach_the_young_officers
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.31
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.31
	title = denmark_expansion_event.801.t
	desc = denmark_expansion_event.801.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.301.a
		ROOT = {
			add_to_faction = FROM
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_setup_faction_wide_aoe_effects_root = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_commerce_attack
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_commerce_attack
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = IRQ_import_submarine_technology
	}
	relative_position_id = IRQ_persian_gulf_supremacy
	x = -2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_commerce_attack
			cost_reduction = 0.75
			uses = 1
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Westfront VH
Constructs: division_template
Source: game
File: history/units/HOL_1939.txt

Code:
division = {
	name = Westfront VH
	location = 3211
	division_template = Infanterie Divisie
	start_equipment_factor = 0.3
}
### Entity: Order of Battle
Component: Seoul Gigyehwa Yunis
Constructs: division_template
Source: game
File: history/units/KOR_liberated_south.txt

Code:
division = {
	name = Seoul Gigyehwa Yunis
	location = 7125
	division_template = Imsi Gigyehwa Yunis
	start_experience_factor = 0.1
	start_equipment_factor = 0.75
}
### Entity: Unit Template
Component: SWE_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/SWE_operative_codenames.txt

Code:
SWE_OPERATIVE_CODENAME_HISTORICAL = {
	name = SWE_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		SWE AHV
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Getingen Örnen Vargen Lokatten Räven Ugglan Älgen Vesslan Huggormen Illern Ålen Fladdermusen Järven Svalan Falken Tärnan Surströmmingen Sorken Ekorren Snoken Grävlingen Sälen Mullvaden
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_persuade_the_regent
Constructs: has_country_flag, add_stability, completion_reward, add_political_power, is_historical_focus_on, add_days_mission_timeout
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_persuade_the_regent
	icon = GFX_goal_TIB_regent
	relative_position_id = TIB_convene_the_tsongdu
	mutually_exclusive = {
		focus = TIB_convene_the_tsongdu
	}
	x = 12
	y = 0
	cost = 5
	ai_will_do = {
		base = 10
		modifier = {
			factor = 100
			is_historical_focus_on = yes
		}
	}
	available = {
		has_country_flag = TIB_trimon_has_resigned
	}
	select_effect = {
		add_days_mission_timeout = {
			mission = TIB_regent_resigns_mission
			days = 35
		}
	}
	completion_reward = {
		custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
		add_days_mission_timeout = {
			mission = TIB_regent_resigns_mission
			days = 35
		}
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: Scripted Effect
Component: EAI_PC_startup
Constructs: limit, has_country_flag, set_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_startup = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PC_startup_strategies
			}
		}
		set_country_flag = EAI_PC_startup_strategies
		EAI_PC_startup_strategies = yes
	}
	EAI_PC_dynamic_strategies = yes
}
### Entity: State History
Component: 595
Constructs: add_core_of, set_province_controller
Source: game
File: history/states/595-Fujian.txt

Code:
state = {
	id = 595
	name = STATE_595
	manpower = 11755600
	state_category = town
	resources = {
		tungsten = 15
	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			7071 = {
				naval_base = 1
				coastal_bunker = 1
				bunker = 1
			}
			4196 = {
				naval_base = 3
				coastal_bunker = 1
				bunker = 1
			}
		}
		victory_points = {
			4196 3
		} {
			7071 1
		}
		1938.10.25 = {
			JAP = {
				set_province_controller = 4196 7071
			}
		}
	}
	provinces = {
		1006 1094 1138 1166 1193 4053 4070 4113 4169 4196 7027 7071 7099 7131 10010 10012 10042 10054 10069 10084 10093 11986 12057 12084
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: PAL_sinai_war_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_sinai_war_category = {
	icon = border_conflicts
	priority = 10
	allowed = {
		original_tag = PAL
	}
	visible = {
		PAL = {
			has_completed_focus = PAL_operation_crossing
		}
	}
}
### Entity: AI Strategy
Component: ENG_convoy_protection
Source: game
File: common/ai_navy/goals/goals_ENG.txt

Code:
ENG_convoy_protection = {
	objective_type = convoy_protection
	available_for = {
		ENG
	}
	min_priority = 1
	max_priority = 5
}
### Entity: National Focus
Tree: usa_focus
Component: USA_airborne_divisions
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_airborne_divisions
	icon = GFX_focus_generic_paratrooper
	x = -2
	y = 2
	prerequisite = {
		focus = USA_louisiana_maneuvers
	}
	relative_position_id = USA_selective_training_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = USA_airborne_divisions
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = USA_airborne_divisions
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_technology_sharing
Constructs: prerequisite, has_war, completion_reward, is_in_faction, is_in_faction_with, add_tech_bonus, electronics_bonus, industrial_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_technology_sharing
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = SLO_ideological_fanaticism SLO_why_we_fight SLO_new_army
	}
	relative_position_id = SLO_why_we_fight
	available = {
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 25
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = electronics
		} {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 2
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: MAN_hydroelectric_power
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_hydroelectric_power = {
	picture = por_hydroelectric_power
	allowed = {
		OR = {
			original_tag = KOR MAN FOR
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.05
	}
}
### Entity: Idea
Component: warlord_state4
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
warlord_state4 = {
	picture = prc_permit_opium_trade
	removal_cost = -1
	modifier = {
		political_power_cost = 0.9
		consumer_goods_factor = -1
		production_speed_buildings_factor = -0.25
		industrial_capacity_factory = -0.05
	}
	on_remove = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}