Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_minerva_imperia
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_minerva_imperia
	icon = GFX_focus_SWE_lynx_armored_car
	prerequisite = {
		focus = BEL_fn_herstal
	} {
		focus = BEL_dyle_plan
	}
	relative_position_id = BEL_fn_herstal
	x = 0
	y = 2
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			IF = {
				limit = {
					has_dlc = La Resistance
				}
				mio:BEL_minerva_imperia_armored_car_organization = {
					add_mio_size = 1
					add_mio_funds_gain_factor = 0.2
					add_mio_research_bonus = 0.05
					unlock_mio_trait_tooltip = BEL_mio_trait_knight_engines
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			mio:BEL_minerva_imperia_motorized_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.2
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = minerva_imperia_motorized
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_economic_downturn_dynamic_modifier_tt
		add_to_variable = {
			BEL_economic_downturn_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: Idea
Component: MEX_brown_water_navy
Constructs: removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_brown_water_navy = {
	picture = generic_coastal_navy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		convoy_escort_efficiency = 0.1
	}
}
### Entity: Character
Component: ZAM_democratic_guy
Constructs: has_government
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ZAM_democratic_guy
		allowed = {
			original_tag = ZAM
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_what_is_socialism
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_what_is_socialism
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = LAT_restore_saeima
	}
	x = 0
	y = 1
	relative_position_id = LAT_restore_saeima
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 2
			instant_build = yes
		}
		every_owned_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: form_greater_german_reich_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_greater_german_reich_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_greater_german_reich
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_historical_focus_list_PRC = {
	ai_national_focuses = {
		PRC_root_out_defeatism PRC_debunk_the_underestimation PRC_rectification PRC_found_our_nation PRC_suppress_counterrevolutionaries PRC_land_reform PRC_cult_of_personality PRC_the_united_front PRC_supply_line_from_sov PRC_recover_from_the_long_march PRC_anti_japanese_aim PRC_the_grand_northwest_united_proposal PRC_boost_the_morale PRC_purge_dissident_element PRC_prepare_for_war PRC_political_mobilisation PRC_protracted_war PRC_war_of_attrition PRC_military_civilian_corporation PRC_the_goal_of_our_war PRC_neccessary_flexibility PRC_lure_them_in_strategy PRC_front_line_behind_enemy_line PRC_self_perservation PRC_prepare_for_decisive_battle PRC_army_reform PRC_pla PRC_restart_the_civil_war PRC_sov_cooperation PRC_the_first_five_year_plan PRC_industrialization_NW PRC_resources_prospection PRC_west_expedition PRC_156_project PRC_hire_sov_experts PRC_industrialization_S PRC_import_sov_machinery PRC_invest_in_new_companies PRC_study_sov_equipments PRC_study_sov_aircrafts PRC_assistance_in_naval_industry PRC_study_soviet_ships PRC_sov_military_advisor PRC_excavation_NW PRC_excavation_S PRC_excavation_NE PRC_institution_reorganization PRC_adopt_soviet_education_system PRC_eliminate_iliteracy PRC_ndcprc PRC_equipment_update PRC_establish_navy PRC_establish_air_force PRC_fighter_focus PRC_cas_effort PRC_sea_ambition KMT_hundred_flowers_campaign KMT_great_leap_forawrd PRC_economic_reform PRC_generalissimo_lin PRC_armament_reorganization PRC_liberate_tibet
	}
}
### Entity: Character
Component: AFG_reformist_aristocrat
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_reformist_aristocrat = {
	random = no
	sprite = 13
	stability_factor = -0.05
	production_factory_efficiency_gain_factor = 0.1
	production_factory_max_efficiency_factor = 0.1
	research_speed_factor = 0.03
}
### Entity: Country History
Country: WLA
Component: WLA_misc
Constructs: limit, set_technology, add_political_power, has_dlc, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/WLA - Welsh Argentina.txt

Code:
# Misc for WLA
capital = 955
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		early_bombs = 1
		air_torpedoe_1 = 1
		aa_lmg = 1
		engines_1 = 1
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
			early_bomber = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		coastal_defense_ships = 1
		mtg_transport = 1
	}
}
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	IF = {
		limit = {
			has_dlc = Trial of Allegiance
		}
		ELSE = {
			complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
		}
	}
	set_technology = {
		interwar_artillery = 1
		infantry_weapons1 = 1
		infantry_weapons2 = 1
		support_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		synth_oil_experiments = 1
		fuel_silos = 1
		oil_processing = 1
		improved_oil_processing = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: wll_focus
Component: WLL_rearmament_agreement
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/wallonia.txt

Code:
focus = {
	id = WLL_rearmament_agreement
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = WLL_welfare_focus WLL_conservatism_focus
	}
	x = 54
	y = 4
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = WLL
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = BEL_rearmement_agreement
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: king_father
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
king_father = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = 0.05
}
### Entity: Decision
Component: MAN_banditry_category
Source: game
File: common/decisions/categories/MAN_decision_categories.txt

Code:
MAN_banditry_category = {
	icon = GFX_decision_category_infiltration
	picture = GFX_decision_cat_picture_chi_infiltration
	priority = 100
	allowed = {
		tag = MAN
	}
}
### Entity: Idea
Component: BALTIC_restore_workers_republic_idea_sov_1
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_restore_workers_republic_idea_sov_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.1
		stability_factor = -0.1
		political_power_factor = -0.2
	}
}
### Entity: Character
Component: ROM_conductor
Source: game
File: common/country_leader/00_traits.txt

Code:
ROM_conductor = {
	random = no
	sprite = 13
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.35
	non_core_manpower = 0.02
	army_core_attack_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_britain.52
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.52
	title = mtg_britain.52.t
	desc = mtg_britain.52.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.52.a
		FROM = {
			country_event = {
				id = mtg_britain.53
				hours = 6
			}
		}
		effect_tooltip = {
			add_to_faction = ENG
		}
	} {
		name = mtg_britain.52.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = mtg_britain.54
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_the_bursa_textile_industry
Constructs: prerequisite, completion_reward, has_tech, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_the_bursa_textile_industry
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = TUR_expand_the_aegean_economic_heartland
	}
	x = -1
	y = 1
	relative_position_id = TUR_expand_the_aegean_economic_heartland
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction3
		has_full_control_of_state = 340
	}
	completion_reward = {
		340 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_every_man_a_leader
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, random_army_leader, add_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_every_man_a_leader
	icon = GFX_focus_SOV_penal_battalions
	prerequisite = {
		focus = RAJ_every_man_a_gun
	}
	x = 0
	y = 1
	relative_position_id = RAJ_every_man_a_gun
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_RAJ_armed_peasantry_2
			add_idea = idea_RAJ_armed_peasantry_3
		}
		random_army_leader = {
			add_trait = {
				trait = skilled_staffer
			}
		}
	}
}
### Entity: Event
Component: venezuela.21
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.21
	picture = GFX_report_event_isaias_angarita_speech
	title = venezuela.21.t
	desc = venezuela.21.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.21.a
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_secure_international_protection
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, random_other_country
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_secure_international_protection
	icon = GFX_ENG_alliance
	prerequisite = {
		focus = VNZ_representative_grand_council
	}
	relative_position_id = VNZ_representative_grand_council
	x = -2
	y = 1
	cost = 10
	available = {
		has_government = democratic
		NOT = {
			has_war = yes
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_other_country = {
			limit = {
				num_of_factories = > 50
				has_government = democratic
				capital_scope = {
					OR = {
						is_on_continent = north_america europe
					}
				}
				NOT = {
					has_war_with = ROOT
					has_wargoal_against = ROOT
				}
			}
			give_guarantee = ROOT
		}
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_jordan_revolution
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward, is_subject, is_ally_with, set_country_flag, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_jordan_revolution
	icon = GFX_goal_communist_revolt
	relative_position_id = MPL_realize_levant
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = MPL_realize_levant
	}
	available = {
		is_subject = no
	}
	bypass = {
		455 = {
			owner = {
				OR = {
					has_war_with = MPL
					is_ally_with = MPL
					TAG = MPL
				}
			}
		}
	}
	completion_reward = {
		set_country_flag = {
			flag = MPL_jordan_timer
			days = 40
			value = 1
		}
		455 = {
			controller = {
				country_event = {
					id = mandate_palestine.105
					days = 1
					random_hours = 1
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -1000
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: has_government, force_government, take_states, is_state_japan_wants, is_subject_of, is_owned_by, is_coastal, has_subject
Source: game
File: common/peace_conference/ai_peace/JAP.txt

Code:
peace_ai_desires = {
	JAP_avoid_puppeting_warlords_prc = {
		peace_action_type = {
			puppet force_government
		}
		enable = {
			FROM = {
				OR = {
					original_tag = PRC
					WTT_is_chinese_warlord = yes
				}
			}
			ROOT = {
				original_tag = JAP
			}
		}
		ai_desire = -200
	}
	JAP_take_chinese_cities_if_possible = {
		peace_action_type = take_states
		enable = {
			FROM.FROM.FROM = {
				is_state_japan_wants = yes
			}
			ROOT = {
				original_tag = JAP
			}
		}
		ai_desire = 150
	}
	JAP_inner_mongolia = {
		peace_action_type = take_states
		enable = {
			FROM = {
				original_tag = MEN
				is_subject_of = ROOT
			}
			FROM.FROM.FROM = {
				OR = {
					state = 621 746 1039 616 1040
				}
			}
			ROOT = {
				original_tag = JAP
			}
		}
		ai_desire = 150
	}
	JAP_create_chinese_puppet = {
		peace_action_type = puppet
		enable = {
			FROM.FROM = {
				original_tag = CHI
			}
			FROM.FROM.FROM = {
				NOT = {
					is_state_japan_wants = yes
				}
				any_neighbor_state = {
					OR = {
						is_owned_by = ROOT.FROM
						pc_is_state_claimed_by = ROOT
						is_coastal = yes
					}
				}
			}
			ROOT = {
				original_tag = JAP
				NOT = {
					has_subject = RNG
				}
			}
		}
		ai_desire = 150
	}
	JAP_dont_eat_chinese_puppet = {
		peace_action_type = take_states
		enable = {
			FROM.FROM = {
				original_tag = CHI
			}
			FROM.FROM.FROM = {
				NOT = {
					is_state_japan_wants = yes
				}
			}
			ROOT = {
				original_tag = JAP
			}
		}
		ai_desire = -100
	}
	JAP_dont_support_prc = {
		peace_action_type = take_states
		enable = {
			FROM = {
				OR = {
					original_tag = PRC SIK
				}
				has_government = communism
			}
			ROOT = {
				original_tag = JAP
				NOT = {
					has_government = communism
				}
			}
		}
		ai_desire = -200
	}
	JAP_support_rng_if_exists = {
		peace_action_type = take_states
		enable = {
			FROM = {
				original_tag = RNG
				is_subject_of = ROOT
			}
			FROM.FROM.FROM = {
				OR = {
					is_claimed_by = RNG
					is_core_of = RNG
					has_state_flag = is_state_rng_wants_flag
				}
				NOT = {
					is_state_japan_wants = yes
				}
			}
			ROOT = {
				original_tag = JAP
			}
		}
		ai_desire = 200
	}
	JAP_wants_all_of_japan = {
		peace_action_type = take_states
		enable = {
			original_tag = JAP
			FROM = {
				tag = ROOT
			}
			FROM.FROM.FROM = {
				is_core_of = JAP
			}
		}
		ai_desire = 200
	}
	JAP_wants_all_of_japan_2 = {
		pea
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SYR_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 901
	division_template = Cavalry
	start_experience_factor = 0.7
	start_equipment_factor = 0.76
}
### Entity: Idea
Component: GER_nva_joint_military_exercise_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_nva_joint_military_exercise_idea = {
	picture = generic_soldiers_good
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		custom_modifier_tooltip = GER_nva_joint_military_exercise_idea_modifier_tt
		hidden_modifier = {
			political_power_cost = 0.25
			command_power_gain = -0.5
			attrition = 0.04
			experience_gain_army_factor = 0.25
			experience_gain_air_factor = 0.25
		}
	}
}
### Entity: Idea
Component: MAD_ncs
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = MAD
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GNB_acr
Source: game
File: common/characters/GNB.txt

Code:
GNB_acr = {
	advisor = {
		slot = air_chief
		idea_token = GNB_acr
		allowed = {
			original_tag = GNB
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Achievement
Component: the_coast_is_clear
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_coast_is_clear = {
	id = 255
	possible = {
		tag = CHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = the_coast_is_clear_tt
			date = > 1945.9.2
			CHI = {
				NOT = {
					has_country_flag = CHI_lost_a_coastal_state
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_reinforce_naval_bases
Constructs: prerequisite, limit, completion_reward, is_core_of, has_state_flag, is_coastal, every_controlled_state, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_reinforce_naval_bases
	prerequisite = {
		focus = BUL_improve_coastal_defenses
	}
	icon = GFX_goal_generic_fortify_city
	relative_position_id = BUL_improve_coastal_defenses
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_defensive_lines
	}
	available = {
		any_controlled_state = {
			OR = {
				is_core_of = BUL
				has_state_flag = BUL_historical_bulgarian_claim_flag
			}
			is_coastal = yes
		}
	}
	completion_reward = {
		custom_effect_tooltip = BUL_reinforce_naval_bases_tt
		every_controlled_state = {
			limit = {
				OR = {
					is_core_of = BUL
					has_state_flag = BUL_historical_bulgarian_claim_flag
				}
				is_coastal = yes
			}
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
					limit_to_victory_point = > 0
				}
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
					limit_to_victory_point = > 1
				}
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
					limit_to_victory_point = > 0
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_trait

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
add trait from specified list to character.
add_trait = {
	character = GER_character_token # optional if inside character scope
	trait = brilliant_strategist
	slot = political_advisor #Only required for updating advisor
	ideology = fascism_ideology #Only required for updating country leader
}
```
### Entity: Idea
Component: r56_LUX_anti_french_sentiments
Constructs: stability_factor, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_anti_french_sentiments = {
	picture = soviet_german_friendship
	modifier = {
		democratic_drift = -0.03
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_welcome_foreign_scientists
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, is_subject, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_welcome_foreign_scientists
	icon = GFX_focus_research
	prerequisite = {
		focus = DEN_heavy_market_regulations DEN_limited_market_regulations DEN_no_market_regulations
	}
	relative_position_id = DEN_social_stability
	x = 0
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
		num_of_civilian_factories = > 24
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_research_slot = 1
		add_tech_bonus = {
			name = DEN_welcome_foreign_scientists
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
}