Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: limited_conscription
Constructs: has_completed_focus, has_war, limit, add_ideas, has_country_flag, removal_cost, has_war_support, has_idea
Source: game
File: common/ideas/_manpower.txt

Code:
limited_conscription = {
	cost = 150
	removal_cost = -1
	level = 5
	available = {
		has_war_support = > 0.1
		NOT = {
			has_idea = undisturbed_isolation
		} {
			has_idea = isolation
		}
		if = {
			limit = {
				original_tag = AST
				NOT = {
					has_dlc = Thunder at Our Gates
				}
			}
			has_completed_focus = AST_citizen_military_forces
		} {
			limit = {
				original_tag = AST
				has_dlc = Thunder at Our Gates
			}
			AST_conscription_level_limited_conscription = yes
		} {
			limit = {
				original_tag = CAN
				has_dlc = Together for Victory
			}
			has_completed_focus = CAN_commit_to_the_war
		} {
			limit = {
				original_tag = RAJ
				has_dlc = Together for Victory
			}
			is_subject = no
		} {
			limit = {
				original_tag = ENG
				has_dlc = Man the Guns
				has_completed_focus = ENG_concessions_to_the_trade_unions
			}
			NOT = {
				has_country_flag = ENG_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = SPR
				has_dlc = La Resistance
			}
			NOT = {
				has_completed_focus = SPR_all_must_bear_the_torch
			}
		} {
			limit = {
				original_tag = BUL
				has_dlc = Battle for the Bosporus
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		} {
			limit = {
				DEN_aat_is_subject = yes
			}
			NOT = {
				has_country_flag = DEN_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = AUS
			}
			NOT = {
				has_idea = AUS_treaty_of_saint_germain_en_laye
			}
		}
		IF = {
			limit = {
				original_tag = HUN
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = HUN_treaty_of_triannon_aat
				}
			}
			ELSE = {
				NOT = {
					has_idea = HUN_treaty_of_triannon
				}
			}
		} {
			limit = {
				has_dlc = Graveyard of Empires
				original_tag = AFG
			}
			has_completed_focus = AFG_adopt_nufus
		}
		ELSE_IF = {
			limit = {
				original_tag = HUN
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				custom_trigger_tooltip = {
					tooltip = wuw_HUN_not_has_trianon_for_laws_tt
					NOT = {
						OR = {
							has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aa
# ... (truncated)
### Entity: Unit Template
Component: WUR_MEC_01
Source: game
File: common/units/names_divisions/WUR_names_divisions.txt

Code:
WUR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		WUR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		WUR_INF_01
	}
	fallback_name = %d. Panzergrenadier-Division
	ordered = {
		1 = {
			%d. Panzergrenadier-Division
		}
		2 = {
			%d. Panzergrenadier-Division
		}
		3 = {
			%d. Panzergrenadier-Division
		}
		4 = {
			%d. Panzergrenadier-Division
		}
		5 = {
			%d. Panzergrenadier-Division
		}
		6 = {
			%d. Panzergrenadier-Division
		}
		7 = {
			%d. Panzergrenadier-Division
		}
		8 = {
			%d. Panzergrenadier-Division
		}
		10 = {
			%d. Panzergrenadier-Division
		}
		11 = {
			%d. Panzergrenadier-Division
		}
		12 = {
			%d. Panzergrenadier-Division
		}
		13 = {
			%d. Panzergrenadier-Division
		}
		14 = {
			%d. Panzergrenadier-Division
		}
		15 = {
			%d. Panzergrenadier-Division
		}
		16 = {
			%d. Panzergrenadier-Division
		}
		17 = {
			%d. Panzergrenadier-Division
		}
		18 = {
			%d. Panzergrenadier-Division
		}
		19 = {
			%d. Panzergrenadier-Division
		}
		20 = {
			%d. Panzergrenadier-Division
		}
		21 = {
			%d. Panzergrenadier-Division
		}
		22 = {
			%d. Panzergrenadier-Division
		}
		23 = {
			%d. Panzergrenadier-Division
		}
		24 = {
			%d. Panzergrenadier-Division
		}
		25 = {
			%d. Panzergrenadier-Division
		}
		26 = {
			%d. Panzergrenadier-Division
		}
		27 = {
			%d. Panzergrenadier-Division
		}
		28 = {
			%d. Panzergrenadier-Division
		}
		29 = {
			%d. Panzergrenadier-Division
		}
		30 = {
			%d. Panzergrenadier-Division
		}
		31 = {
			%d. Panzergrenadier-Division
		}
		32 = {
			%d. Panzergrenadier-Division
		}
		33 = {
			%d. Panzergrenadier-Division
		}
		34 = {
			%d. Panzergrenadier-Division
		}
		35 = {
			%d. Panzergrenadier-Division
		}
		36 = {
			%d. Panzergrenadier-Division
		}
		37 = {
			%d. Panzergrenadier-Division
		}
		38 = {
			%d. Panzergrenadier-Division
		}
		39 = {
			%d. Panzergrenadier-Division
		}
		40 = {
			%d. Panzergrenadier-Division
		}
		41 = {
			%d. Panzergrenadier-Division
		}
		42 = {
			%d. Panzergrenadier-Division
		}
		43 = {
			%d. Panzergrenadier-Division
		}
		44 = {
			%d. Panzergrenadier-Division
		}
		45 = {
			%d. Panzergrenadier-Division
		}
		46 = {
			%d. Panzergrenadier-Division
		}
		47 = {
			%d. Panzergrenadier-Division
		}
		48 = {
			%d. Panzergrenadier-Division
		}
		49 = {
			%d. Panzergrenadier-Division
		}
		50 = {

# ... (truncated)
### Entity: National Focus
Tree: tan_focus
Component: TAN_Strenghten_Democracy
Constructs: prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, add_popularity, add_timed_idea
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Strenghten_Democracy
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = TAN_Liberty_Ethos
	}
	mutually_exclusive = {
		focus = TAN_rehabilitate_pre_revolutionary_practices
	}
	x = 1
	y = 1
	relative_position_id = TAN_Liberty_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.05
			is_historical_focus_on = no
			is_puppet = yes
			NOT = {
				OVERLORD = {
					has_government = democratic
				}
			}
		} {
			factor = 0.2
			is_historical_focus_on = no
			is_puppet = no
			NOT = {
				has_government = democratic
			}
		} {
			factor = 2
			has_government = democratic
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Democracy_I
			days = 1395
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TAN_democratic_guy
		set_party_name = {
			ideology = democratic
			long_name = TAN_great_khural_party_long
			name = TAN_great_khural_party
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Order of Battle
Component: air_wing_284
Source: game
File: history/units/NZL_1936_air_legacy.txt

Code:
air_wings = {
	284 = {
		nav_bomber_equipment_1 = {
			owner = NZL
			amount = 12
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_military_reforms
Constructs: prerequisite, add_war_support, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_military_reforms
	icon = GFX_goal_generic_defence
	text = GRE_military_reforms
	prerequisite = {
		focus = GRE_foreign_investments
	} {
		focus = GRE_welfare_state
	}
	x = -1
	y = 1
	relative_position_id = GRE_welfare_state
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_war_support = 0.05
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AScraping_the_barrel.png.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 | Hide file links

The following pages link to File:Scraping the barrel.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Ideas (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Scraping_the_barrel.png"
### Entity: Character
Component: CHL_c_j_de_la_motte
Source: game
File: common/characters/CHL.txt

Code:
CHL_c_j_de_la_motte = {
	advisor = {
		slot = navy_chief
		idea_token = CHL_c_j_de_la_motte
		allowed = {
			original_tag = CHL
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = CHL_c_j_de_la_motte
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_lend_lease_for_docking_rights
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_lend_lease_for_docking_rights
	icon = GFX_goal_generic_naval_effort2
	prerequisite = {
		focus = NIC_look_to_washington_once_again
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	x = -1
	y = 2
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		USA = {
			diplomatic_relation = {
				country = NIC
				relation = docking_rights
				active = yes
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1000
			producer = USA
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_pick_a_fight_with_japan
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_pick_a_fight_with_japan
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = CHI_united_front CHI_anti_communism
	}
	x = 1
	y = 1
	relative_position_id = CHI_united_front
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			JAP = {
				has_government = democratic
			}
			factor = 0
		}
	}
	available = {
		NOT = {
			is_in_faction_with = JAP
		}
		is_subject = no
	}
	bypass = {
		OR = {
			has_war_with = JAP MAN
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				MAN = {
					OR = {
						is_in_faction_with = JAP
						is_puppet_of = JAP
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MAN
				expire = 0
			}
			else = {
				create_wargoal = {
					type = annex_everything
					target = JAP
					expire = 0
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.35
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_return_of_the_rocor
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_return_of_the_rocor
	icon = GFX_SOV_return_of_the_rocor_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_declaration
	} {
		focus = SOV_consolidate_power
	} {
		focus = SOV_reformalize_the_role_of_the_patriarchate
	}
	x = 0
	y = 3
	relative_position_id = SOV_the_declaration
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_return_of_the_rocor_tt
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_revolt
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_revolt
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = IRQ_kurdish_socialist IRQ_kurdish_democratic
	}
	x = -1
	y = 1
	relative_position_id = IRQ_kurdish_socialist
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		any_owned_state = {
			is_core_of = KUR
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = IRQ_kurdish_revolt_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = IRQ_royal_army_modifier_IRQ
				}
			}
			remove_dynamic_modifier = {
				modifier = IRQ_royal_army_modifier_IRQ
			}
			add_dynamic_modifier = {
				modifier = IRQ_royal_army_modifier_KUR
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = IRQ_air_force_modifier_IRQ
				}
			}
			remove_dynamic_modifier = {
				modifier = IRQ_air_force_modifier_IRQ
			}
			add_dynamic_modifier = {
				modifier = IRQ_air_force_modifier_KUR
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = IRQ_navy_modifier_IRQ
				}
			}
			remove_dynamic_modifier = {
				modifier = IRQ_navy_modifier_IRQ
			}
			add_dynamic_modifier = {
				modifier = IRQ_navy_modifier_KUR
			}
		}
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = IRQ_shia_resistance_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = IRQ_shia_resistance_modifier
			}
		}
		hidden_effect = {
			start_civil_war = {
				ideology = neutrality
				ruling_party = democratic
				size = 0.5
				army_ratio = 0.4
				navy_ratio = 0.5
				air_ratio = 0.5
				keep_all_characters = yes
				states = all
				states_filter = {
					OR = {
						state = 291 1010 675 1011
					}
					is_controlled_by = ROOT
				}
				PREV = {
					IRQ_ghazi_i = {
						set_nationality = PREV.PREV
					}
					IRQ_faisal_ii = {
						set_nationality = PREV.PREV
					}
					IRQ_bakr_sidqi = {
						set_nationality = PREV.PREV
					}
					IRQ_salah_al_din_al_sabbagh = {
						set_nationality = PREV.PREV
					}
					IRQ_fawsi_al_kaukji = {
						set_nationality = PREV.PREV
					}
					IRQ_sharaf_bin_rajeh = {
						set_nationality = PREV.PREV
					}
					IRQ_sa
# ... (truncated)
### Entity: Trigger Reference
Construct: energy_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## energy_ratio

* Supported Scopes: COUNTRY
* Supported Targets: none

```
energy_ratio > 0.8 - Compare current energy fulfilment to the factories, with 1 being 100% and 0 being 0%
```
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_military_facilities
Constructs: shared_focus, prerequisite, limit, completion_reward, is_controlled_by, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_military_facilities
	icon = GFX_focus_generic_reorient_production
	relative_position_id = SMB_army
	prerequisite = {
		focus = SMB_army
	}
	x = -1
	y = 1
	cost = 5
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			free_building_slots = {
				building = arms_factory
				size = > 1
				include_locked = yes
			}
		}
	}
	bypass = {
		all_owned_state = {
			OR = {
				NOT = {
					is_controlled_by = ROOT
				}
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = no
				}
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_production_speed_arms_factory_factor = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_production_speed_arms_factory_factor = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_production_speed_arms_factory_factor = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_production_speed_arms_factory_factor = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_production_speed_arms_factory_factor = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variab
# ... (truncated)
### Entity: Order of Battle
Component: Frivilligregiment
Constructs: division_template, is_locked
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division_template = {
	name = Frivilligregiment
	is_locked = yes
	division_names_group = NOR_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: Idea
Component: MNT_ai2
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = MNT
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_LARM_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_LARM_tech_focus = {
	date = > 1936.2.1
	OR = {
		EAI_LARM_military_focus = yes
		EAI_LSPART_tech_focus = yes
		EAI_LSPAA_tech_focus = yes
	} {
		EAI_armor_tech_focus = yes
		num_of_military_factories = > 15
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_begin_destalinization_old
Constructs: prerequisite, completion_reward, add_tech_bonus, add_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_begin_destalinization_old
	text = SOV_begin_destalinization
	icon = GFX_fifth_column
	prerequisite = {
		focus = SOV_industrial_strategy
	}
	x = -2
	y = 3
	relative_position_id = SOV_trotskyite_victory
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
		add_timed_idea = {
			idea = SOV_destalinization
			days = 100
		}
	}
}
### Entity: Idea
Component: POL_sanation_right_opposition_3
Constructs: war_support_factor, is_subject, removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_sanation_right_opposition_3 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = FRA_army_of_aggression_focus
	modifier = {
		war_support_factor = -0.2
		conscription_factor = -0.2
		neutrality_drift = -0.15
	}
}
### Entity: Faction
Component: joining_rule_balkans_only
Constructs: has_balkan_capital_state_tt
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_balkans_only = {
	type = joining_rules
	visible = {
		OR = {
			original_tag = HUN AUS ROM TUR GRE
			capital_scope = {
				OR = {
					state = 102 853 103 109 104 804 45 764 107 108 803 105 802 106 970 934 44 805 163 852 736 48 212 801 211 77 971 184 731 185 47 186 46 81 82 83 84 76 79 766 78 80 341 797
				}
			}
		}
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.85
	}
	ai_will_do = {
		base = 0
	}
	modifier = {
		army_core_defence_factor = 0.05
	}
	trigger = {
		custom_trigger_tooltip = {
			tooltip = has_balkan_capital_state_tt
			capital_scope = {
				OR = {
					state = 102 853 103 109 104 804 45 764 107 108 803 105 802 106 970 934 44 805 163 852 736 48 212 801 211 77 971 184 731 185 47 186 46 81 82 83 84 76 79 766 78 80 341 797
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_tungsten_mining
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, has_tech, is_subject_of, add_resource
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_tungsten_mining
	icon = GFX_goal_tungsten
	relative_position_id = BEL_urban_projects_capital
	x = -6
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {
		COG = {
			has_completed_focus = COG_support_tungsten_mining
		}
	}
	prerequisite = {
		focus = BEL_Support_the_congo_railways
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_support_tungsten_mining
					progress = > 0
				}
			}
		}
		has_tech = excavation1
		OR = {
			AND = {
				controls_state = 295 718
			} {
				any_other_country = {
					is_subject_of = ROOT
					controls_state = 295 718
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		add_resource = {
			type = tungsten
			amount = 5
			state = 718
		} {
			type = tungsten
			amount = 1
			state = 295
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295 718
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SUD_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12806
	division_template = Public Force
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Event
Component: r56_canada.16
Constructs: has_completed_focus, add_stability, fire_only_once, add_political_power, add_timed_idea, set_country_flag
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.16
	title = r56_canada.16.t
	desc = r56_canada.16.d
	picture = GFX_r56i_generic_event_01
	trigger = {
		tag = CAN
		has_completed_focus = r56_CAN_emergency_assembly
		NOT = {
			has_completed_focus = r56_CAN_secure_the_economy
		}
	}
	mean_time_to_happen = {
		days = 360
	}
	fire_only_once = yes
	option = {
		name = r56_canada.16.a
		add_timed_idea = {
			idea = r56_CAN_economy_in_shambles
			days = 420
		}
		add_political_power = -100
		add_stability = -0.1
		hidden_effect = {
			set_country_flag = r56_CAN_economy_in_shambles_flag
		}
	}
}
### Entity: Idea
Component: NOR_broken_gun_ns_3
Constructs: has_war, has_government, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_broken_gun_ns_3 = {
	picture = NOR_broken_gun_ns
	name = NOR_broken_gun_ns
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		OR = {
			has_war = yes
			NOT = {
				has_government = democratic
			}
		}
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = -0.25
		production_speed_industrial_complex_factor = 0.3
		consumer_goods_factor = -0.2
	}
}
### Entity: Modding Documentation
Construct: command_power
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### command_power
* description: total command power of country