Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_organize_the_fifth_column
Constructs: division_template, prerequisite, limit, has_government, completion_reward, is_subject, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_organize_the_fifth_column
	icon = GFX_focus_generic_sabotage
	x = -2
	y = 1
	relative_position_id = JAP_return_of_the_manchukuo_exiles
	prerequisite = {
		focus = JAP_return_of_the_manchukuo_exiles
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_government = communism
		has_civil_war = yes
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = JAP_organize_the_fifth_column_tt generic_skip_one_line_tt JAP_organize_the_fifth_column_2_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Kokumin Giyū Sentōtai
				disband = yes
			}
			division_template = {
				name = Kokumin Giyū Sentōtai
				division_names_group = JAP_MIL_01
				role = garrison
				template_counter = 113
				override_model = JAP_militia_entity
				is_locked = no
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				prioritize = {
					282 530 533
				}
				create_unit = {
					division = name = "1. Kokumin Giyū Sentōtai" division_template = "Kokumin Giyū Sentōtai" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "2. Kokumin Giyū Sentōtai" division_template = "Kokumin Giyū Sentōtai" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "3. Kokumin Giyū Sentōtai" division_template = "Kokumin Giyū Sentōtai" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "4. Kokumin Giyū Sentōtai" division_template = "Kokumin Giyū Sentōtai" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "5. Kokumin Giyū Sentōtai" division_template = "Kokumin Giyū Sentōtai" start_experience_factor = 0.6
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Country History
Country: BUL
Component: BUL_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, add_opinion_modifier, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/BUL - Bulgaria.txt

Code:
# Misc for BUL
capital = 48
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = BUL_1936_air_bba
	else = {
		set_air_oob = BUL_1936_air_legacy
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_party_name = {
		ideology = democratic
		name = BUL_democratic_party_bftb
		long_name = BUL_democratic_party_bftb_bulgarian_long
	}
	set_cosmetic_tag = BUL_neutrality
	if = {
		limit = {
			has_dlc = Arms Against Tyranny
		}
		add_ideas = BUL_army_restrictions_aat
	} {
		limit = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		add_ideas = BUL_army_restrictions
	} {
		limit = {
			has_dlc = La Resistance
		}
		create_operative_leader = {
			name = Vladimir Zaimov
			GFX = GFX_portrait_bul_vladimir_zaimov
			traits = {
				operative_infiltrator operative_commando
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				BUL
			}
		}
		recruit_character = BUL_stefan_nedev
	}
	add_ideas = {
		BUL_second_national_catastrophe BUL_imro_01 volunteer_only
	}
	set_rule = {
		can_not_declare_war = yes
	}
	country_lock_all_division_template = yes
	set_country_flag = BUL_factions_unlocked_flag
	set_variable = {
		BUL_zveno_loyalty = 15
	} {
		BUL_zveno_popularity = 50
	} {
		BUL_bs_loyalty = 25
	} {
		BUL_bs_popularity = 60
	} {
		BUL_bzns_loyalty = 30
	} {
		BUL_bzns_popularity = 70
	} {
		BUL_nsm_loyalty = 60
	} {
		BUL_nsm_popularity = 40
	} {
		BUL_faction_interaction_cost_standard = 20
	} {
		BUL_broad_socialist_opression_cost_standard = 20
	} {
		BUL_faction_days_remove_very_low = 7
	} {
		BUL_faction_days_remove_low = 14
	} {
		BUL_faction_days_remove_medium = 21
	} {
		BUL_faction_days_remove_high = 30
	} {
		BUL_faction_days_remove_very_high = 60
	} {
		BUL_faction_days_reenable_low = 7
	} {
		BUL_faction_days_reenable_medium = 14
	} {
		BUL_faction_days_reenable_high = 60
	} {
		BUL_faction_days_reenable_very_high = 120
	} {
		BUL_faction_low_increase = 5
	} {
		BUL_faction_medium_increase = 10
	} {
		BUL_faction_high_increase = 15
	} {
		BUL_faction_low_decrease = -5
	} {
		BUL_faction_medium_decrease = -10
	} {
		BUL_faction_high_decrease = -15
	} {
		BUL_zveno_coup_timer_delay_low = 7
	} {
		BUL_zveno_coup_timer_delay_medium = 15
	} {
		BUL_zveno_coup_timer_delay_high = 30
	} {
		BUL_ff_missions_base_days_to_add = 60
	} {
		BUL_ff_missions_popularity_factor = 1
	} {
		BUL_ff_missions_loyalty_factor = 1
	}
# ... (truncated)
### Entity: Modifier Reference
Component: GER_bewegungskrieg_modifier_lvl_3
Constructs: breakthrough_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_bewegungskrieg_modifier_lvl_3 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_blitzkrieg
	breakthrough_factor = 0.05
	army_infantry_attack_factor = 0.1
	army_artillery_attack_factor = 0.1
	custom_modifier_tooltip = GER_motor_and_mech_attack_tt
}
### Entity: Character
Component: SIK_zhang_xiliang
Source: game
File: common/characters/SIK.txt

Code:
SIK_zhang_xiliang = {
	name = SIK_zhang_xiliang
	portraits = {
		civilian = {
			small = gfx/interface/ideas/idea_asia_generic_democracy.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIK_zhang_xiliang
		allowed = {
			original_tag = SIK
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_central_bank_of_paraguay
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_central_bank_of_paraguay
	available = {

	}
	prerequisite = {
		focus = PAR_ban_vouchers
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	relative_position_id = PAR_ban_vouchers
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 75
		show_ideas_tooltip = PAR_central_bank_of_paraguay
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_heavy_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_heavy_bomber_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = FRA_bomber_focus
	}
	x = 1
	y = 1
	relative_position_id = FRA_bomber_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_heavy_bomber_focus
			bonus = 1.0
			uses = 2
			category = cat_strategic_bomber
		}
	}
}
### Entity: Character
Component: ETH_random_leader_6
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_leader_6 = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_random_leader_6
		allowed = {
			original_tag = ETH
		}
		visible = {
			has_character_flag = ETH_visible_advisor_flag
		}
		traits = {
			patriotic_socialist
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_generic_female_2_small
		}
	}
	gender = female
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_mass_produce_equipment
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_mass_produce_equipment
	icon = GFX_goal_generic_small_arms
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_bolster_national_arms_manufacturing
	}
	relative_position_id = AFG_bolster_national_arms_manufacturing
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline AFG_increase_milishia_cap_by_2_inf
		add_ideas = AFG_mass_production
		hidden_effect = {
			add_to_variable = {
				AFG_milishia_cap = 2
			}
			set_division_template_cap = {
				division_template = Qawmī Lashkar
				division_cap = AFG_milishia_cap
			}
		}
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				267
			}
			custom_effect_tooltip = AFG_create_2_milishia_unit
			hidden_effect = {
				create_unit = {
					division = division_template = "Qawmī Lashkar" start_experience_factor = 0.05 start_equipment_factor = 0.95
					owner = ROOT
					count = 2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_france_volunteers.3
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_popularity, set_temp_variable
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_volunteers.3
	title = lar_france_volunteers.3.t
	desc = lar_france_volunteers.3.desc
	picture = GFX_report_event_saf_civil_war
	is_triggered_only = yes
	option = {
		name = lar_france_volunteers.3.a
		ai_chance = {
			factor = 60
		}
		if = {
			limit = {
				FROM = {
					has_government = fascism
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			army_experience = 10
		}
		else_if = {
			limit = {
				FROM = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			army_experience = 10
		} {
			limit = {
				FROM = {
					has_government = democratic
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
			army_experience = 10
		} {
			limit = {
				FROM = {
					has_government = neutrality
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
			army_experience = 10
		}
	} {
		name = lar_france_volunteers.3.b
		ai_chance = {
			factor = 40
		}
		if = {
			limit = {
				FROM = {
					has_government = fascism
				}
			}
			set_temp_variable = {
				stability_impact = party_popularity@fascism
			}
			multiply_temp_variable = {
				stability_impact = 0.1
			}
			add_stability = stability_impact
		}
		else_if = {
			limit = {
				FROM = {
					has_government = communism
				}
			}
			set_temp_variable = {
				stability_impact = party_popularity@communism
			}
			multiply_temp_variable = {
				stability_impact = 0.1
			}
			add_stability = stability_impact
		} {
			limit = {
				FROM = {
					has_government = democratic
				}
			}
			set_temp_variable = {
				stability_impact = party_popularity@democratic
			}
			multiply_temp_variable = {
				stability_impact = 0.1
			}
			add_stability = stability_impact
		} {
			limit = {
				FROM = {
					has_government = neutrality
				}
			}
			set_temp_variable = {
				stability_impact = party_popularity@neutrality
			}
			multiply_temp_variable = {
				stability_impact = 0.1
			}
			add_stability = stability_impact
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_partisan_suppression_old
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_partisan_suppression_old
	text = SOV_partisan_suppression
	icon = GFX_goal_crush_resistance
	prerequisite = {
		focus = SOV_smersh_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_smersh_old
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = partisan_suppression_focus
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_hire_soviet_designer
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_mio_size
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_hire_soviet_designer
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = CHI_purchase_tanks
	} {
		focus = CHI_rapprochement_with_soviet_union
	}
	x = 2
	y = 1
	relative_position_id = CHI_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		}
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CHI_hire_soviet_designer
			bonus = 1.0
			uses = 1
			category = armor
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = SOV_morozov_design_bureau_organization
			mio:SOV_morozov_design_bureau_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_morozov_design_bureau
		}
	}
}
### Entity: Event
Component: news.306
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.306
	title = news.306.t
	desc = news.306.desc
	picture = GFX_news_event_hungary_refused
	major = yes
	is_triggered_only = yes
	option = {
		name = news.306.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.306.b
		trigger = {
			TAG = YUG
		}
	} {
		name = news.300.c
		trigger = {
			NOT = {
				TAG = HUN YUG
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_expand_the_bodyguard
Constructs: prerequisite, completion_reward, has_global_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_expand_the_bodyguard
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = ETH_reach_out_to_the_italians
	}
	x = 1
	y = 1
	relative_position_id = ETH_reach_out_to_the_italians
	cost = 5
	available = {
		controls_half_ethiopian_owned_states = yes
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		custom_effect_tooltip = ETH_expand_the_bodyguard_tt
		subtract_from_variable = {
			ETH_civil_war_army = 0.15
		}
		ETH_BOP_centralization_large_effect = yes
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_issue_the_senjinkun_military_code
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid, add_command_power
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_issue_the_senjinkun_military_code
	icon = GFX_focus_SOV_mobilization_plan
	x = 4
	y = 1
	relative_position_id = JAP_imperial_rule_assistance_association
	prerequisite = {
		focus = JAP_imperial_rule_assistance_association
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt cost_reduced_last_stand_2
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_seek_axis_investment
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, completion_reward, is_in_faction_with, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_seek_axis_investment
	icon = GFX_focus_BRA_acquire_german_tanks
	prerequisite = {
		focus = IRQ_join_axis
	}
	x = 0
	y = 1
	relative_position_id = IRQ_join_axis
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		OR = {
			has_government = fascism
			is_in_faction_with = GER
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ETH_add_random_mil_factory_effect = yes
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_1
				amount = 200
				producer = GER
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 200
				producer = GER
			}
		}
	}
}
### Entity: Idea
Component: AFG_mohammad_zahir_shah_ns
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_mohammad_zahir_shah_ns = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = AFG_zahir_shah_idea
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ABasic_machine_tools.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Basic_machine_tools.png &#8206;(58 × 55 pixels, file size: 9 KB, MIME type: image/png)
### Entity: Military Industrial Organization
Component: ISR_mada_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/ISR_organization.txt

Code:
ISR_mada_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_ISR_mada
	allowed = {
		original_tag = ISR
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_peace_between_turks_and_kurds
Constructs: every_owned_state, prerequisite, limit, remove_ideas, completion_reward, add_political_power, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_peace_between_turks_and_kurds
	icon = GFX_goal_generic_internal_democracy
	prerequisite = {
		focus = TUR_amend_the_secular_policies
	}
	x = 0
	y = 2
	relative_position_id = TUR_amend_the_secular_policies
	cost = 10
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		add_political_power = 100
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
		every_owned_state = {
			limit = {
				OR = {
					state = 353 800 350 352
				}
			}
			add_core_of = ROOT
			remove_dynamic_modifier = {
				modifier = r56tree_limited_kurdish_separatism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Idea
Component: r56_a_world_in_flames_idea
Constructs: has_war, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_a_world_in_flames_idea = {
	allowed = {
		original_tag = GER
		always = no
	}
	available = {
		has_war = yes
		original_tag = GER
	}
	removal_cost = -1
	picture = chi_war_of_resistance
	modifier = {
		surrender_limit = 0.05
		resistance_growth_on_our_occupied_states = 0.25
		mobilization_speed = 0.25
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_east_asia_co_prosperity_sphere
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_east_asia_co_prosperity_sphere = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_east_asia_co_prosperity_sphere_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_east_asia_co_prosperity_sphere_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_east_asia_co_prosperity_sphere_dm
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_east_asia_co_prosperity_sphere_modifier_tt
	}
}
### Entity: Country History
Country: GAR
Component: GAR_army
Source: game
File: history/countries/GAR - Guarani.txt

Code:
# OOB & Army Setup for GAR
oob = CHL_1936
### Entity: Idea
Component: VEN_creole_petroleum
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_creole_petroleum = {
	picture = creole_petroleum
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_the_religious_front
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_the_religious_front
	icon = GFX_goal_ISR_religious_party
	relative_position_id = ISR_revisionist_revolution
	x = -4
	y = 0
	cost = 5
	available = {
		has_country_flag = ISR_coalition_formed ISR_urf_in_coalition
	}
	prerequisite = {
		focus = ISR_the_elections
	}
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}
### Entity: Idea
Component: GER_weserubung
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_weserubung = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_acquire_tanks
	targeted_modifier = {
		tag = DEN
		attack_bonus_against = 0.05
	} {
		tag = NOR
		attack_bonus_against = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_2 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 2
	}
}
### Entity: AI Strategy
Component: GER_dont_waste_xp_until_medium_armor
Constructs: has_template_majority_unit
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_waste_xp_until_medium_armor = {
	allowed = {
		original_tag = GER
	}
	enable = {
		always = yes
	}
	abort = {
		has_template_majority_unit = medium_armor
	}
	ai_strategy = {
		type = template_prio
		id = paratrooper
		value = -100
	} {
		type = template_prio
		id = mountaineers
		value = -100
	}
}
### Entity: AI Strategy
Component: SOV_have_some_train_production
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_have_some_train_production = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1936.7.1
		num_of_military_factories = > 50
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = train
		value = 2
	}
}
### Entity: Idea
Component: idea_RAJ_ammunition_factory_khadki_2
Constructs: is_raj_or_raj_inheritor, has_dlc, check_variable, equipment_bonus, build_cost_ic, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_ammunition_factory_khadki_2 = {
	picture = raj_ammunition_factory_khadki
	name = RAJ_ammunition_factory_khadki
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		check_variable = {
			global.khadi_level = 2
		}
	}
	available = {

	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			defense = 0.06
			ap_attack = 0.25
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}