Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: HABSBURG_joint_consumer_goods_endeavors
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_joint_consumer_goods_endeavors
	dynamic = yes
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = HABSBURG_economic_cooperation_policy
	}
	relative_position_id = HABSBURG_economic_cooperation_policy
	x = 1
	y = 1
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 3
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AHoI4_DD_2_tech_tree.jpg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:HoI4 DD 2 tech tree.jpg:

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

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:HoI4_DD_2_tech_tree.jpg"
### Entity: State History
Component: 710
Source: game
File: history/states/710-Diego Garcia.txt

Code:
state = {
	id = 710
	name = STATE_710
	manpower = 2147
	state_category = tiny_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			13019 = {
				naval_base = 1
			}
		}
		strategic_state_location = {
			favorable_approach = 13019
		}
	}
	provinces = {
		13019
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: GER_infantry_equipment_production
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_infantry_equipment_production = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1940.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 5
	}
}
### Entity: Modifier Reference
Construct: army_infantry_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_infantry_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Idea
Component: ETH_on_our_own_idea_aat
Constructs: has_war, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_on_our_own_idea_aat = {
	name = ETH_on_our_own_idea
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war = yes
		league_of_nations_is_active = yes
	}
	removal_cost = -1
	rule = {
		can_join_factions = no
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_friendship_with_france
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_friendship_with_france
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = COG_invest_in_rubber_plantations COG_occupy_cabinda
	}
	mutually_exclusive = {
		focus = COG_attempt_to_ally_the_portuguese
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = -1
	y = 1
	relative_position_id = COG_invest_in_rubber_plantations
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		}
		FRA = {
			exists = yes
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				FRA = {
					is_faction_leader = yes
				}
			}
			FRA = {
				country_event = generic.2
			}
		}
		ELSE_IF = {
			limit = {
				FRA = {
					is_in_faction = no
				}
			}
			FRA = {
				country_event = {
					id = ww_congo.50
					hours = 12
					random_hours = 24
				}
			}
		}
	}
}
### Entity: Character
Component: OMA_hafs_mohammed
Source: game
File: common/characters/OMA.txt

Code:
OMA_hafs_mohammed = {
	advisor = {
		slot = navy_chief
		idea_token = OMA_hafs_mohammed
		allowed = {
			original_tag = OMA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hafs Mohammed
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: Character
Component: NIC_benjamin_lacayo_sacasa
Source: game
File: common/characters/NIC.txt

Code:
NIC_benjamin_lacayo_sacasa = {
	advisor = {
		slot = political_advisor
		idea_token = NIC_benjamin_lacayo_sacasa
		allowed = {
			original_tag = NIC
		}
		traits = {
			popular_figurehead
		}
	}
	name = Benjamin Lacayo Sacasa
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_armament_effort
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_armament_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SAF_infrastructure_effort
	}
	x = -1
	y = 3
	relative_position_id = SAF_south_african_railways
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = SAF_armament_effort_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = SAF_armament_effort_AF
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_take_down_goliath
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_historical_focus_on, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_take_down_goliath
	icon = GFX_focus_attack_mexico
	prerequisite = {
		focus = COS_march_on_managua
	} {
		focus = COS_take_tegucigalpa
	} {
		focus = COS_conquer_guatemala
	} {
		focus = COS_eliminate_el_salvador
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 0
	y = 2
	relative_position_id = COS_dreams_of_a_union
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 74999
		}
		MEX = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		MEX = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = MEX
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = MEX
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_petition_for_independence
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, is_subject, has_opinion
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_petition_for_independence
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = DEN_seek_military_investments
	} {
		focus = DEN_increase_cooperation
	}
	relative_position_id = DEN_seek_industrial_investments
	x = -1
	y = 3
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		has_government = var:DEN.DEN_overlord_nation
		var:DEN.DEN_overlord_nation = {
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		power_balance_value = {
			id = DEN_occupation_balance
			value = < 0
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.05
		OVERLORD = {
			country_event = {
				id = denmark_occupation_event.6
				hours = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		event_option_tooltip = denmark_occupation_event.8.a denmark_occupation_event.7.b
	}
}
### Entity: Event
Component: prc.62
Constructs: is_triggered_only, add_stability, add_political_power, set_country_flag, clr_country_flag, remove_unit_leader_role, add_popularity, set_politics
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.62
	title = prc.62.t
	desc = prc.62.d
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = prc.63
				days = 30
			}
		}
	}
	option = {
		name = prc.62.a
		set_country_flag = PRC_zxl_purge
		clr_country_flag = PRC_enable_cdx
		add_political_power = 150
		add_stability = -0.1
		remove_unit_leader_role = PRC_mao_zedong PRC_zhu_de PRC_chen_yi PRC_peng_dehuai PRC_lin_biao PRC_he_long PRC_luo_ronghuan PRC_liu_bocheng PRC_xu_xiangqian PRC_nie_rongzhen PRC_ye_jianying
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		} {
			ideology = communism
			popularity = -0.55
		}
		set_politics = {
			ruling_party = fascism
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWI_load_conscription_1.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 11
	}
	location = 663
	division_template = Bergsteiger-Abteilung
	start_experience_factor = 0.2
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: ger_focus
Component: GER_demand_lithuanian_integration
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, has_army_manpower, has_civil_war, add_named_threat
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_demand_lithuanian_integration
	icon = GFX_focus_generic_subjugation
	prerequisite = {
		focus = GER_memel_ultimatum
	}
	x = 0
	y = 1
	relative_position_id = GER_memel_ultimatum
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 799999
		}
		LIT = {
			exists = yes
			has_civil_war = no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		LIT = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = LIT
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_demand_lithuanian_integration
		}
		country_event = {
			id = wuw_GER_realpolitik.5
		}
		custom_effect_tooltip = one_of_the_options_tt one_of_the_options_tt
		event_option_tooltip = wuw_GER_realpolitik.5.a wuw_GER_realpolitik.5.b
		if = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_mefo_bills_modifier
					} {
						modifier = GER_economy_of_conquest_modifier
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt lithuania_mefo_bills_tt
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_rehabilitate_military
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_popularity
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_rehabilitate_military
	icon = GFX_goal_generic_partisans
	prerequisite = {
		focus = SOV_civil_war_konev
	}
	relative_position_id = SOV_civil_war_konev
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		hidden_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
		}
	}
}
### Entity: Modifier Reference
Component: CZE_czech_state_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_czech_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_CZE_worker_shortage
	state_production_speed_industrial_complex_factor = -0.1
	state_production_speed_arms_factory_factor = -0.1
	local_factory_energy_consumption = 0.1
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = CZE
				}
			}
		}
	}
}
### Entity: Decision
Component: PHI_sugar_barons_category
Constructs: has_war, limit, fire_only_once, remove_effect, random_army_leader, has_character, is_character, add_planning
Source: game
File: common/decisions/PHI.txt

Code:
PHI_sugar_barons_category = {
	PHI_sugar_excise_general = {
		fire_only_once = yes
		available = {
			has_war = no
		}
		allowed = {
			original_tag = PHI
		}
		cost = 50
		days_remove = 60
		remove_effect = {
			random_army_leader = {
				limit = {
					NOT = {
						AND = {
							ROOT = {
								has_character = USA_dwight_d_eisenhower
							}
							is_character = USA_dwight_d_eisenhower
						} {
							ROOT = {
								has_character = USA_douglas_macarthur
							}
							is_character = USA_douglas_macarthur
						}
					}
				}
				add_planning = 2
			}
			army_experience = 25
		}
	}
	PHI_sugar_excise_divisions = {
		fire_only_once = yes
		available = {
			has_war = no
		}
		allowed = {
			original_tag = PHI
		}
		days_remove = 60
		cost = 50
		remove_effect = {
			every_country_division = {
				add_divisional_commander_xp = 200
			}
			army_experience = 50
		}
	}
}
### Entity: AI Strategy
Component: AUS_empire_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_empire_plan = {
	name = AUS: Austrian Empire AI Plan
	desc = In a desperate move to save Austria from the imminent Anschluss, Kurt Schuschnigg will resign in favour of a restoration of Otto Von Habsburg, who following a failed conference with Hungary will send Austria on a journey to reclaim it's lost empire.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_EMPIRE
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_DESTROY_COMPROMISE
			}
			has_completed_focus = AUS_destroy_the_compromise
			AND = {
				OR = {
					has_country_flag = AUS_AI_RANDOM_AUSHUN
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_AUSTRIA_HUNGARY
					}
				}
				NOT = {
					has_completed_focus = AUS_old_friends_not_forgotten
				}
				HUN = {
					has_government = communism
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = AUS_old_friends_not_forgotten
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			HUN = {
				has_completed_focus = HUN_invite_the_habsburg_prince
			}
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_ally_italy AUS_strabag_construction AUS_rearm_the_bundesheer AUS_crackdown_on_socialists AUS_crack_down_nazis AUS_bolster_defences AUS_the_corporate_model AUS_mixed_industrial_development AUS_past_glories AUS_repeal_habsburg_law AUS_bring_exiled_monarchists AUS_return_of_habsburgs AUS_the_eisenstadt_conference AUS_destroy_the_compromise AUS_martial_law_hungary AUS_subsidize_kapsch AUS_expand_vienna_university AUS_ban_paramilitary_organizations AUS_graz_industry_expansion AUS_farmers_to_factories AUS_centralize_imperial_army AUS_stir_monarchist_sentiment AUS_power_to_the_kaiser AUS_for_kaiser_and_fatherland AUS_what_was_taken AUS_split_army AUS_abandon_jansa_plan AUS_manoeuvre_warfare AUS_old_ties AUS_formalize_pact_of_rome AUS_form_donaubund AUS_ally_poland_empire AUS_ally_bulgaria_empire AUS_arm_sudeten_germans AUS_reclaim_bohemia AUS_imperial_infrastructure AUS_prioritize_austria AUS_avenge_yugoslav_humiliation AUS_doctrine_innovation AUS_empower_private_enterprises AUS_modernize_officer_training AUS_radio_improvements AUS_transylvania_or_war
	}
	focus_factors = {
		AUS_look_west = 0
		AUS_accept_inevitabl
# ... (truncated)
### Entity: National Focus
Tree: per_focus
Component: PER_university_of_isfahan
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_university_of_isfahan
	icon = GFX_focus_PER_university_of_isfahan
	prerequisite = {
		focus = PER_national_museum
	}
	x = -1
	y = 1
	relative_position_id = PER_national_museum
	mutually_exclusive = {
		focus = PER_shiraz_university
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_university_of_isfahan_bonus
			bonus = 0.5
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Idea
Component: SRL_mt
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_mt = {
	ledger = army
	picture = generic_army_asia_6
	allowed = {
		original_tag = SRL
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_spanish_struggle
Constructs: prerequisite, limit, random_country, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_spanish_struggle
	prerequisite = {
		focus = BUL_appoint_communist_ministers
	}
	icon = GFX_focus_intervention_spain_republic
	relative_position_id = BUL_appoint_communist_ministers
	x = -2
	y = 1
	cost = 5
	available = {
		has_civil_war = no
		if = {
			limit = {
				has_dlc = La Resistance
			}
			SPR_scw_in_progress = yes
			if = {
				limit = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
				}
				custom_trigger_tooltip = {
					tooltip = POR_spr_tooltip_country_exist_tt
					country_exists = SPR
				} {
					tooltip = POR_spr_tooltip_at_peace_tt
					NOT = {
						has_war_with = SPR
					}
				}
			}
			else = {
				country_exists = SPD
				NOT = {
					has_war_with = SPD
				}
			}
		}
		else = {
			any_country = {
				original_tag = SPR
				has_civil_war = yes
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = democratic communism
				}
			}
		}
		has_government = communism
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			SPD = {
				add_opinion_modifier = {
					target = BUL
					modifier = BUL_helped_in_civil_war
				}
				add_manpower = 3000
				ROOT = {
					set_variable = {
						BUL_spanish_tag_aided = PREV
					}
				}
			}
			add_ai_strategy = {
				type = befriend
				id = SPD
				value = 100
			} {
				type = send_volunteers_desire
				id = SPD
				value = 100
			}
		}
		else = {
			random_country = {
				limit = {
					original_tag = SPR
					has_civil_war = yes
					OR = {
						has_government = communism democratic
					}
				}
				add_opinion_modifier = {
					target = BUL
					modifier = BUL_helped_in_civil_war
				}
				add_manpower = 3000
				ROOT = {
					set_variable = {
						BUL_spanish_tag_aided = PREV
					}
					add_ai_strategy = {
						type = send_volunteers_desire
						id = PREV
						value = 100
					}
				}
			}
		}
		add_manpower = -3000
		add_ideas = BUL_volunteers_in_spain_republican
		set_rule = {
			can_send_volunteers = yes
		}
		custom_effect_tooltip = BUL_the_spanish_struggle_tt
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_liberation
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, add_war_support, add_stability, completion_reward, has_full_control_of_state, set_capital
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_liberation
	available = {
		has_full_control_of_state = 7 35 36
	}
	prerequisite = {
		focus = HOL_prepare_for_our_return
	}
	icon = GFX_focus_hol_liberation
	x = 0
	y = 1
	relative_position_id = HOL_prepare_for_our_return
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_capital = {
			state = 7
		}
		add_stability = 0.1
		add_war_support = 0.05
		add_manpower = 150000
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 10000
			producer = HOL
		} {
			type = support_equipment
			amount = 500
			producer = HOL
		}
		add_ideas = HOL_liberation
		HOL_de_crisisjaren_level_down = yes
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.12
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.12
	title = BBA_italy_missiolinis.12.t
	desc = BBA_italy_missiolinis.12.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.12.a
		ai_chance = {
			base = 10
		}
		ITA_missiolini_conquer_ethiopia_failure_effect = yes
	}
}
### Entity: Effect Reference
Construct: set_state_owner_to
Constructs: set_state_owner_to, random_core_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_state_owner_to

* Supported Scopes: STATE
* Supported Targets: THIS

```
Set owner of a state to a given country
Example:\n"
USA {
	random_core_state = {
		set_state_owner_to = JAM
	}
}

```
### Entity: Character
Component: BEL_minister_of_national_defence_deveze
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_minister_of_national_defence_deveze = {
	sprite = 9
	random = no
	army_core_attack_factor = 0.1
	army_org_factor = 0.05
}
### Entity: Idea
Component: winter_war_ns
Constructs: has_war_with, removal_cost, mobilization_speed
Source: game
File: common/ideas/finland.txt

Code:
winter_war_ns = {
	picture = tur_sub_zero_survival_training
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_war_with = SOV
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.03
		mobilization_speed = 0.85
		winter_attrition_factor = -0.1
		army_core_defence_factor = 0.1
	}
}