Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: GER_carl_walther_organization
Constructs: add_trait, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_carl_walther_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_GER_carl_walther
	allowed = {
		original_tag = GER
	}
	add_trait = {
		token = GER_mio_trait_innovative_safety_features
		name = GER_mio_trait_innovative_safety_features
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_private_scientists_program
		all_parents = {
			generic_mio_trait_private_scientists_program
		}
		ai_will_do = {
			base = 2
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
			military_industrial_organization_design_team_assign_cost = -0.05
			military_industrial_organization_industrial_manufacturer_assign_cost = -0.05
		}
	} {
		token = GER_mio_trait_policiary_equipment
		name = GER_mio_trait_policiary_equipment
		icon = GFX_generic_mio_department_icon_support_equipment
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_private_tenders
		all_parents = {
			generic_mio_trait_private_tenders
		}
		ai_will_do = {
			base = 2
		}
		limit_to_equipment_type = {
			support_equipment
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.05
		}
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
}
### Entity: Modding Documentation
Construct: build_war_blobs
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## build_war_blobs

Prints a list of all your wars
### Entity: Scripted Effect
Component: bba_get_tac_GER_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_tac_GER_effect = {
	if = {
		limit = {
			GER = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_0
			producer = GER
			amount = tac_buy_amount
			variant_name = Ju 86
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_improved_export_tac_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Ju 88
					type = medium_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = empty
					}
					icon = GFX_GER_tactical_bomber2_medium
				}
				set_country_flag = GER_improved_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = GER
			amount = tac_buy_amount
			variant_name = Ju 88
		}
	} {
		limit = {
			GER = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_advanced_export_tac_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Ju 388
					type = medium_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = armor_plate_medium
						special_type_slot_2 = lmg_defense_turret_2x
					}
					icon = GFX_GER_tactical_bomber3_medium
				}
				set_country_flag = GER_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = GER
			amount = tac_buy_amount
			variant_name = Ju 388
		}
	}
}
### Entity: Idea
Component: SPR_anarchist_society_10
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_10 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Decision
Component: CZE_central_european_federation
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/decisions/categories/CZE_decision_categories.txt

Code:
CZE_central_european_federation = {
	icon = GFX_decision_category_generic_formable_nations
	picture = GFX_decision_cat_central_europan_federation
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	priority = 2
	visible = {
		has_government = democratic
		has_completed_focus = CZE_form_a_federation
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Naval_units.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Naval units:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Construction ‎ (← links | edit)

Units ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

Navies (redirect page) ‎ (← links | edit)
Production ‎ (← links | edit)

Ships (redirect page) ‎ (← links | edit)
Production ‎ (← links | edit)

Experience ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Naval_units"
### Entity: Shared Focus
Tree: den_focus
Component: DEN_The_Air_Force_Command
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_The_Air_Force_Command
	icon = GFX_focus_DEN_domestic_designs
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.5
	}
	prerequisite = {
		focus = DEN_Restructure_the_Army_Command
	} {
		focus = DEN_Establish_the_Royal_Airforce
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = -1
	y = 1
	relative_position_id = DEN_Establish_the_Royal_Airforce
	completion_reward = {
		swap_ideas = {
			remove_idea = den_restructure_army_command
			add_idea = den_danish_air_command
		}
	}
}
### Entity: Idea
Component: acraf_roma
Constructs: research_bonus
Source: game
File: common/ideas/r56_italy.txt

Code:
acraf_roma = {
	allowed = {
		original_tag = ITA
	}
	traits = {
		refinery_concern
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: HOL_fanny_schoonheyt
Constructs: has_government
Source: game
File: common/characters/HOL.txt

Code:
HOL_fanny_schoonheyt = {
	name = HOL_fanny_schoonheyt
	portraits = {
		army = {
			large = GFX_HOL_fanny_schoonheyt
			small = GFX_HOL_fanny_schoonheyt_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist trickster commando
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_government = communism
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_contribute_to_the_war
Constructs: prerequisite, limit, has_government, add_war_support, has_country_flag, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_contribute_to_the_war
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = DEN_align_with_overlord
	}
	relative_position_id = DEN_align_with_overlord
	x = 7
	y = 1
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		has_government = var:DEN.DEN_overlord_nation
		var:DEN.DEN_overlord_nation = {
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
		power_balance_value = {
			id = DEN_occupation_balance
			value = < 0
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_contribute_to_the_war
		}
		add_war_support = 0.1
		DEN_bop_occupation_low_decrease_effect = yes
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					OR = {
						has_government = fascism neutrality
					}
				}
			}
			show_unit_leaders_tooltip = DEN_christian_peder_kryssing DEN_christian_frederik_von_schalburg
		}
		OVERLORD = {
			country_event = {
				id = denmark_occupation_event.100
				days = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			custom_effect_tooltip = DEN_unlock_military_branch_tt
			OVERLORD = {
				add_to_faction = ROOT
			} {
				add_opinion_modifier = {
					modifier = DEN_cooperative_subject
					target = DEN
				}
			}
			if = {
				limit = {
					has_country_flag = DEN_cannot_join_factions_flag
				}
				set_rule = {
					can_join_factions = yes
				} {
					can_decline_call_to_war = no
				}
			}
			DEN_restore_manpower = yes
		}
	}
}
### Entity: Idea
Component: SIA_rama_viii_reconciliation_2_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_rama_viii_reconciliation_2_r56 = {
	name = SIA_rama_viii_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = SIA_rama_viii
	traits = {
		SIA_absent_monarch_reconciliation_2_r56
	}
}
### Entity: Idea
Component: SAF_ossewabrandwag_fascism
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_ossewabrandwag_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = saf_ossewabrandwag_fascism
	modifier = {
		fascism_drift = 0.01
		resistance_damage_to_garrison = -0.1
		foreign_subversive_activites = -0.4
	}
}
### Entity: Modding Documentation
Construct: army_intel
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### army_intel
* description: army intel against a target country. example GER.army_intel@ENG
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PNG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PNG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.10
Constructs: is_triggered_only, ai_chance, fire_only_once, has_war_support, is_in_faction, random_days, has_stability, is_historical_focus_on
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.10
	title = SEA_japan_foreign_policy.10.t
	desc = SEA_japan_foreign_policy.10.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.10.a
		ai_chance = {
			base = 70
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = JAP
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				JAP = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.11
				days = 2
				random_days = 3
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 671
			}
		}
	} {
		name = SEA_japan_foreign_policy.10.b
		ai_chance = {
			base = 30
			modifier = {
				has_war_support = > 0.5
				factor = 1.5
			} {
				strength_ratio = {
					tag = JAP
					ratio = > 1.5
				}
				factor = 2
			} {
				has_stability = < 0.8
				factor = 0.5
			} {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.12
				days = 2
				random_days = 3
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
					generator = {
						671
					}
					expire = 0
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: MPL_trigger_collapse_PAL
Constructs: has_completed_focus, limit, add_ideas, every_country, is_major, declare_war_on, change_tag_from, is_subject
Source: game
File: common/scripted_effects/MPL_scripted_effects.txt

Code:
MPL_trigger_collapse_PAL = {
	custom_effect_tooltip = MPL_collapse_tt_3
	effect_tooltip = {
		PAL = {
			declare_war_on = {
				target = ISR
			}
		}
	} {
		PAL = {
			change_tag_from = MPL
		}
	}
	hidden_effect = {
		release = ISR PAL
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				annex_country = {
					target = MPL
					transfer_troops = yes
				}
			}
		}
		else = {
			every_controlled_state = {
				limit = {
					is_core_of = JOR
				}
				transfer_state_to = JOR
			} {
				limit = {
					is_core_of = LEB
				}
				transfer_state_to = LEB
			} {
				limit = {
					is_core_of = SYR
				}
				transfer_state_to = SYR
			} {
				limit = {
					is_core_of = EGY
				}
				transfer_state_to = EGY
			}
			delete_unit = {

			}
		}
		PAL = {
			transfer_state = 1017
			set_cosmetic_tag = PAL_civilwar
		} {
			if = {
				limit = {
					MPL = {
						has_completed_focus = MPL_two_people_union
					}
				}
				news_event = {
					id = mandate_palestine.202
					days = 2
					random_hours = 12
				}
			}
			else = {
				news_event = {
					id = mandate_palestine.201
					days = 2
					random_hours = 12
				}
			}
			hidden_effect = {
				every_country = {
					limit = {
						OR = {
							original_tag = JOR EGY SYR LEB IRQ
						}
						exists = yes
					}
					country_event = {
						id = israel.111
						days = 200
					}
				}
			}
		} {
			hidden_effect = {
				add_ideas = MPL_collapse_idea MPL_war_no_call_in
				add_timed_idea = {
					idea = MPL_collapse_idea_2
					days = 60
				}
				if = {
					limit = {
						MPL = {
							is_ai = yes
						}
					}
					add_ideas = MPL_collapse_no_focus
				}
			} {
				load_oob = PAL_civil_war
			}
			inherit_technology = MPL
			declare_war_on = {
				target = ISR
				type = annex_everything
			}
			add_civil_war_target = ISR
			country_event = {
				id = mandate_palestine.102
				days = 2
				random_hours = 12
			}
			activate_mission = PAL_mandate_collapse_mission PAL_take_haifa_mission PAL_take_jerusalem_mission PAL_hold_rashrash_mission
			change_tag_from = MPL
		}
		ISR = {
			set_cosmetic_tag = ISR_revolt
		} {
			hidden_effect = {
				add_ideas = MPL_collapse_idea MPL_war_no_call_in
				add_timed_idea = {
					idea = MPL_collapse_idea_2
					days = 60
				}
				if = {
					limit = {
						MPL = {
							is_ai = yes
						}
					}
					add_ideas = MPL_collapse_no_focus
				}
			} {
				load_oo
# ... (truncated)
### Entity: Idea
Component: JAP_cleaning_up_our_own_mess
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_cleaning_up_our_own_mess = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = nkvd_2
	modifier = {
		war_support_factor = 0.1
	}
	targeted_modifier = {
		tag = MAN
		attack_bonus_against = 0.15
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_crusade_against_radicalism_in_america
Constructs: prerequisite, completion_reward, add_popularity, unlock_decision_category_tooltip
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_crusade_against_radicalism_in_america
	prerequisite = {
		focus = PRU_exile_haya_de_la_torre
	} {
		focus = PRU_exile_luis_alberto_flores
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 0
	y = 1
	relative_position_id = PRU_exile_haya_de_la_torre
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		} {
			ideology = communism
			popularity = -0.1
		}
		unlock_decision_category_tooltip = PRU_end_radicalism_in_america1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_improved_warfare_strategies
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_improved_warfare_strategies
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = AUS_strengthen_the_arms_industry
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_strengthen_the_arms_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_army_monarchy
				}
			}
			custom_effect_tooltip = AUS_army_monarchy_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_army_intro_tt
		}
		add_to_variable = {
			AUS_army_xp_gain_army_factor = 0.15
			tooltip = experience_gain_army_factor_tt
		} {
			AUS_army_army_speed_factor = 0.1
			tooltip = army_speed_factor_tt
		} {
			AUS_army_army_org_factor = 0.1
			tooltip = army_org_factor_tt
		} {
			AUS_army_army_attack_factor = 0.05
			tooltip = army_attack_factor_tt
		} {
			AUS_army_army_defence_factor = 0.05
			tooltip = army_defence_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = AUS_improved_warfare_strategies_bonus
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Joint Focus
Component: ABDA_unified_naval_command
Constructs: has_completed_focus, prerequisite, joint_focus, has_country_flag, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_unified_naval_command
	icon = GFX_focus_generic_trade_interdiction
	prerequisite = {
		focus = ABDA_the_malay_barrier ABDA_develop_naval_infrastructure
	}
	relative_position_id = ABDA_abdacom
	text_icon = ABDACOM_focus_style
	x = 0
	y = 3
	cost = 5
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		}
	}
	available_if_capitulated = no
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			original_tag = INS
		}
	}
	completion_reward_joint_originator = {
		add_doctrine_cost_reduction = {
			name = ABDA_unified_naval_command
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = ABDA_unified_naval_command_modifier_tt
		hidden_effect = {
			add_to_variable = {
				ABDA_experience_gain_navy_unit_factor = 0.1
			}
		}
	}
	completion_reward_joint_member = {
		add_doctrine_cost_reduction = {
			name = ABDA_unified_naval_command
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = ABDA_unified_naval_command_modifier_tt
		hidden_effect = {
			add_to_variable = {
				ABDA_experience_gain_navy_unit_factor = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_tank_designer_any
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_tank_designer_any = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_tank_designer_any_tt
		OR = {
			SOV_has_active_tank_designer_morozov = yes
			SOV_has_active_tank_designer_astrov = yes
			SOV_has_active_tank_designer_okmo = yes
			SOV_has_active_tank_designer_mytishchy = yes
			SOV_has_active_tank_designer_kirov = yes
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_language
Constructs: prerequisite, completion_reward, has_civil_war, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_language
	icon = GFX_focus_research
	prerequisite = {
		focus = IRQ_kurdish_revolt
	}
	x = 1
	y = 1
	relative_position_id = IRQ_kurdish_revolt
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_civil_war = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_gappisti
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, has_country_flag, completion_reward, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_gappisti
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = ITA_corpo_volontari_della_liberta
	}
	x = -1
	y = 1
	relative_position_id = ITA_corpo_volontari_della_liberta
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {
		NOT = {
			has_government = neutrality
		} {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_to_variable = {
			 = 2
			.ITA_fronte_militare_clandestino_resistance_damage_to_garrison_on_our_occupied_states = 0.1
		} {
			 = 2
			.ITA_fronte_militare_clandestino_resistance_target_on_our_occupied_states = 0.1
		}
		custom_effect_tooltip = ITA_gappisti_state_modifier_rds_tt
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = ITA_gappisti_ns
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_gappisti_operative_flag
					}
				}
				set_country_flag = ITA_gappisti_operative_flag
				ITA_create_laura_garroni_operative = yes
			}
		}
		hidden_effect = {
			RSI = {
				country_event = {
					id = BBA_italy_civil_war.3
					hours = 1
				}
			}
		}
	}
}
### Entity: Technology
Component: basic_battlecruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		battle_cruiser_2
	}
	path = {
		leads_to_tech = improved_battleship
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = naval_folder
		position = {
			x = -1
			y = 13
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment bc_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_reject_choibalsan_advances
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, has_idea, retire_character
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_reject_choibalsan_advances
	icon = GFX_goal_generic_socdem_2
	prerequisite = {
		focus = MON_secure_the_transition_of_power
	}
	x = 6
	y = 1
	relative_position_id = MON_secure_the_transition_of_power
	cost = 7.2
	mutually_exclusive = {
		focus = MON_appoint_soviet_protege MON_prepare_leftist_takeover
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = 0.1
		if = {
			limit = {
				has_idea = MON_khorloogiin_choibalsan
			}
			remove_ideas = MON_khorloogiin_choibalsan
			add_political_power = -100
		}
		retire_character = MON_khorloogiin_choibalsan
		MON_soviet_medium_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: ISR_no_constitution
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_no_constitution = {
	picture = ISR_no_constitution
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.2
		stability_factor = -0.15
		drift_defence_factor = -0.3
	}
}