Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Balance of Power
Component: LUX_fascist_balance
Constructs: stability_factor, add_opinion_modifier, industrial_capacity_factory, production_speed_buildings_factor, autonomy_gain, remove_opinion_modifier
Source: game
File: common/bop/LUX.txt

Code:
LUX_fascist_balance = {
	initial_value = -0.5
	left_side = LUX_fascist_balance_independent_side
	right_side = LUX_fascist_balance_german_side
	decision_category = LUX_fascist_balance_decision_category
	range = {
		id = LUX_fascist_balance_middle
		min = -0.1
		max = 0.1
		modifier = {
			political_power_factor = 0.1
		}
	}
	side = {
		id = LUX_fascist_balance_independent_side
		icon = GFX_bop_ETH_anarchist_side
		range = {
			id = LUX_fascist_balance_fully_independent
			min = -1.0
			max = -0.8
			modifier = {
				autonomy_gain = 1.0
				stability_factor = 0.2
				army_core_attack_factor = 0.1
				army_core_defence_factor = 0.125
				consumer_goods_factor = 0.25
			}
			on_activate = {
				GER = {
					add_opinion_modifier = {
						target = ROOT
						modifier = large_decrease
					}
				}
			}
			on_deactivate = {
				GER = {
					remove_opinion_modifier = {
						target = ROOT
						modifier = large_decrease
					}
				}
			}
		} {
			id = LUX_fascist_balance_independent
			min = -0.8
			max = -0.5
			modifier = {
				autonomy_gain = 0.5
				stability_factor = 0.15
				army_core_attack_factor = 0.05
				army_core_defence_factor = 0.075
				consumer_goods_factor = 0.15
			}
			on_activate = {
				GER = {
					add_opinion_modifier = {
						target = ROOT
						modifier = huge_decrease
					}
				}
			}
			on_deactivate = {
				GER = {
					remove_opinion_modifier = {
						target = ROOT
						modifier = huge_decrease
					}
				}
			}
		} {
			id = LUX_fascist_balance_autonomous
			min = -0.5
			max = -0.25
			modifier = {
				autonomy_gain = 0.2
				stability_factor = 0.1
				army_core_defence_factor = 0.05
				consumer_goods_factor = 0.1
			}
			on_activate = {
				GER = {
					add_opinion_modifier = {
						target = ROOT
						modifier = medium_decrease
					}
				}
			}
			on_deactivate = {
				GER = {
					remove_opinion_modifier = {
						target = ROOT
						modifier = medium_decrease
					}
				}
			}
		} {
			id = LUX_fascist_balance_mostly_autonomous
			min = -0.25
			max = -0.1
			modifier = {
				autonomy_gain = 0.1
				stability_factor = 0.05
				army_core_defence_factor = 0.025
				consumer_goods_factor = 0.05
			}
			on_activate = {
				GER = {
					add_opinion_modifier = {
						target = ROOT
						modifier = small_decrease
					}
				}
			}
			on_deactivate = {
				GER = {
					remove_opinion_modifier = {
						target = ROOT
						modifier 
# ... (truncated)
### Entity: Event
Component: poland.94
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.94
	title = poland.94.t
	desc = poland.94.d
	picture = GFX_report_event_polish_rally
	is_triggered_only = yes
	option = {
		name = poland.94.a
	}
}
### Entity: Modifier Reference
Component: widespread_bulgarian_sentiment_02
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
widespread_bulgarian_sentiment_02 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_arranged_bulgarian_occupation
	compliance_growth = 0.1
	resistance_growth = -0.1
	resistance_target = -0.1
	resistance_decay = 0.1
	state_resources_factor = 0.1
	local_factories = 0.1
}
### Entity: Event
Component: turkey.131
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.131
	title = turkey.131.t
	desc = turkey.131.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.131.a
	}
}
### Entity: Modding Documentation
Construct: Properties
Source: vanilla_docs
File: documentation/loc_objects_documentation.md

Doc:
### Properties
**GetName**

Gets the name of the industrial organisation
### Entity: Character
Component: LES_sekhonyana_maseribane
Source: game
File: common/characters/LES.txt

Code:
LES_sekhonyana_maseribane = {
	name = LES_sekhonyana_maseribane
	portraits = {
		civilian = {
			large = gfx/leaders/Africa/Portrait_Africa_Generic_2.dds
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {

		}
		expire = 1967.6.23
		id = -1
	}
}
### Entity: Idea
Component: BALTIC_popular_resistance
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_popular_resistance = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = tfv_can_conscription_crisis
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Order of Battle
Component: 1. Infantry Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/WLS_infantry.txt

Code:
division = {
	name = 1. Infantry Division
	location = 377
	division_template = Infantry Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Scope Reference
Construct: Categories
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
# Raid Categories
```
raid_category_id = {
    intel_source = air # The intel type used to detect this raid. air, naval, army or civilian
    visible = {
        # Whether the category should be visible or not (country scope)
    }
    available = {
        # Whether the category should be available (active) or not (country scope)
    }
    free_targeting = yes # If set, the UI will let you use this category to target any province (as for nuclear raids)
    # note that raid types still need province = any as the target type
}
```
### Entity: Effect Reference
Construct: dismantle_faction
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## dismantle_faction

* Supported Scopes: COUNTRY
* Supported Targets: none

```
dismantle faction led by the current country
```
### Entity: Idea
Component: JAP_naval_faction_tier_3_lesser_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_3_lesser_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = 0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = 0.05
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = 0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: BEL_reserve_mobilization
Constructs: removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_reserve_mobilization = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_assert_control_over_southern_slovakia
Constructs: prerequisite, completion_reward, add_political_power, has_full_control_of_state, is_core_of, add_state_core
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_assert_control_over_southern_slovakia
	icon = GFX_goal_SLO_map_revolt
	prerequisite = {
		focus = SLO_found_the_nation
	}
	relative_position_id = SLO_found_the_nation
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_full_control_of_state = 664
		NOT = {
			664 = {
				is_core_of = SLO
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 50
		add_state_core = 664
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: CHL_political_events.87
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, is_faction_leader, add_to_faction, is_in_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.87
	title = CHL_political_events.87.t
	desc = CHL_political_events.87.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.87.a
		ai_chance = {
			base = 100
		}
		add_stability = 0.05
		IF = {
			limit = {
				FRA = {
					is_faction_leader = yes
				}
			}
			FRA = {
				add_to_faction = ROOT
			}
		}
		ELSE_IF = {
			limit = {
				FRA = {
					is_in_faction = no
				}
			}
			create_faction_from_template = {
				template = faction_template_pan_american
				name = united_french_monarhcist_faction
				icon = GFX_faction_logo_generic_15
			}
			ROOT = {
				add_to_faction = FRA
			}
		}
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_send_volunteers_desire
Constructs: ai_strategy_send_volunteers_desire, send_volunteers_desire
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_send_volunteers_desire
* description: ai strategy value send_volunteers_desire against country. Example: GER.ai_strategy_send_volunteers_desire@ENG
### Entity: Order of Battle
Component: Dai 1 Kantai
Source: game
File: history/units/JAP_1936_naval_legacy.txt

Code:
fleet = {
	name = Dai 1 Kantai
	naval_base = 9998
	task_force = {
		name = 1 Kantai
		location = 9998
		ship = {
			name = Nagato
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = JAP
					version_name = Nagato Class
				}
			}
		} {
			name = Haruna
			definition = battleship
			equipment = {
				battleship_2 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Fuso
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Yamashiro
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Sendai
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Sendai Class
				}
			}
		} {
			name = Jintsu
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Sendai Class
				}
			}
		} {
			name = Nagara
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma Class
				}
			}
		}
	} {
		name = 1 Suirai Sentai
		location = 9998
		ship = {
			name = Abukuma
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma Class
				}
			}
		} {
			name = Ariake
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Yugure
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Hatsuharu
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Nenohi
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Wakaba
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Hatsushimo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
					version_name = Fubu
# ... (truncated)
### Entity: Decision
Component: PER_absorb_byzantines_category
Constructs: has_completed_focus, fire_only_once, is_core_of, is_owned_and_controlled_by, remove_effect, add_core_of
Source: game
File: common/decisions/PER.txt

Code:
PER_absorb_byzantines_category = {
	PER_core_byzantium_state = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = PER
		}
		available = {
			has_completed_focus = PER_absorb_byzantines
		}
		visible = {
			has_completed_focus = PER_absorb_byzantines
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				impassable = no
				AND = {
					is_core_of = GRE
					NOT = {
						is_core_of = ROOT
					}
					is_owned_and_controlled_by = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 75
		fire_only_once = yes
		days_remove = 35
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Event
Component: palestine.22
Constructs: is_triggered_only, add_ideas, remove_ideas, add_country_leader_role, set_party_name, swap_ideas, remove_idea, add_idea
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.22
	picture = GFX_report_event_gre_cabinet_meeting
	title = palestine.22.t
	desc = palestine.22.d
	is_triggered_only = yes
	option = {
		name = palestine.22.a
		remove_ideas = PAL_militarization
		add_ideas = PAL_islamic_militarism
		add_country_leader_role = {
			character = PAL_abdul_qadir_alhusseini
			promote_leader = yes
			country_leader = {
				ideology = islamic_nationalism
				expire = 1965.1.1.1
				traits = {
					nationalist_symbol
				}
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = Hizb Al-Fakhr Al-Islami
			name = Islamic Nationalist Party
		}
	} {
		name = palestine.22.b
		swap_ideas = {
			remove_idea = PAL_militarization
			add_idea = PAL_militarization2
		}
		add_country_leader_role = {
			character = PAL_abdul_rahman_alhajj
			promote_leader = yes
			country_leader = {
				ideology = military_junta
				expire = 1965.1.1.1
				traits = {
					nationalist_symbol
				}
			}
		}
		set_country_flag = PAL_military_junta
	}
}
### Entity: Event
Component: bftb_bulgaria_german_influence.2
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, send_equipment
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_german_influence.2
	title = bftb_bulgaria_german_influence.2.t
	desc = bftb_bulgaria_german_influence.2.desc
	picture = GFX_report_event_bul_boris_with_hitler
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_german_influence.2.a
		effect_tooltip = {
			BUL = {
				add_opinion_modifier = {
					target = GER
					modifier = BUL_donated_aircraft
				}
			}
			send_equipment = {
				type = small_plane_airframe
				amount = 12
				target = ROOT
			}
		}
	}
}
### Entity: Idea
Component: COG_short_term_massive_debt_payment
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_short_term_massive_debt_payment = {
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_economic_crisis
	modifier = {
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = -0.1
		political_power_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AMerge.html

Doc:
Example

```
{{Merge
| Merger = Hearts of Iron 4 Wiki}}
```

Will display this:

|
This article is a candidate to be merged with Hearts of Iron 4 Wiki.
Please help to improve the wiki by taking part in the discussion of the proposed merger. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Merge&oldid=757"
### Entity: National Focus
Tree: mon_focus
Component: MON_continue_new_course_policy
Constructs: prerequisite, limit, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, has_active_mission
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_continue_new_course_policy
	icon = GFX_goal_mexico_united_mexican_unions
	x = -1
	y = 1
	relative_position_id = MON_strong_leader_genden
	cost = 7.2
	prerequisite = {
		focus = MON_strong_leader_genden
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 25
		swap_ideas = {
			remove_idea = MON_new_course_policy_idea
			add_idea = MON_new_course_genden
		}
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 50
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CHI_long_range_hidden
Constructs: has_dlc, removal_cost, equipment_bonus
Source: game
File: common/ideas/china.txt

Code:
CHI_long_range_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		submarine = {
			instant = yes
			naval_range = 0.15
			surface_visibility = 0.1
			sub_visibility = 0.1
		}
	}
}
### Entity: Scripted Effect
Component: GER_add_or_modify_wunderwaffen
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_or_modify_wunderwaffen = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = GER_wunderwaffen_modifier
				}
			}
		}
		custom_effect_tooltip = GER_add_wunderwaffen_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = GER_wunderwaffen_modifier
			}
		}
	}
	else = {
		custom_effect_tooltip = GER_modify_wunderwaffen_modifier_tt
	}
}
### Entity: Character
Component: SIA_the_constitutionalist_regent
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_the_constitutionalist_regent = {
	random = no
	sprite = 13
	research_speed_factor = 0.06
	stability_factor = 0.05
	production_speed_buildings_factor = 0.05
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.102
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.102
	title = BBA_italo_ethiopian_war_events.102.t
	desc = BBA_italo_ethiopian_war_events.102.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.102.a
		clr_country_flag = ETH_request_sent_flag
	}
}
### Entity: Scripted Effect
Component: MON_prc_medium_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_prc_medium_influence_increase_effect = {
	custom_effect_tooltip = MON_prc_tt MON_medium_influence_increase_tt
	add_to_variable = {
		prc_influence_in_mon = MON_medium_influence_increase
	}
	clamp_variable = {
		var = prc_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: State History
Component: 787
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/787-North Kashmir.txt

Code:
state = {
	id = 787
	name = STATE_787
	manpower = 1672000
	state_category = rural
	history = {
		victory_points = {
			1910 1
		}
		owner = RAJ
		buildings = {
			infrastructure = 1
		}
		add_core_of = PAK KAS KHL
		add_claim_by = RAJ
	}
	provinces = {
		1910 2041 2084 10821
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: PRC_shenyang_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_shenyang_air = {
	picture = generic_air_manufacturer_3
	allowed = {
		tag = PRC
	}
	cost = 150
	removal_cost = 10
	available = {
		has_completed_focus = PRC_invest_in_new_companies
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: Character
Component: KYR_stc
Source: game
File: common/characters/KYR.txt

Code:
KYR_stc = {
	advisor = {
		slot = political_advisor
		idea_token = KYR_stc
		allowed = {
			original_tag = KYR
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_manifest_destiny
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_manifest_destiny
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = USA_war_powers_act
	}
	available = {

	}
	x = 1
	y = 1
	relative_position_id = USA_war_powers_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = USA_world_police
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_restore_the_empire
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_restore_the_empire
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_dios_patria_rey
	}
	icon = GFX_goal_generic_demand_territory
	x = 0
	y = 1
	relative_position_id = SPA_dios_patria_rey
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_restore_the_empire_1mil
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_restore_the_empire_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_restore_the_empire_1mil
				}
			}
			set_state_flag = SPA_restore_the_empire_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_restore_the_empire_1mil
				}
			}
			set_state_flag = SPA_restore_the_empire_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Faction
Component: goals_only_faction_leader
Constructs: is_faction_leader
Source: game
File: common/factions/rules/faction_set_goal_rules.txt

Code:
goals_only_faction_leader = {
	type = member_rules
	trigger = {
		is_faction_leader = yes
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_westward_battles
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_in_faction_with, enable_automatic_bypass, has_dlc
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_westward_battles
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = AST_expanding_influence
	} {
		focus = AST_comintern
	}
	relative_position_id = AST_expanding_influence
	x = 2
	y = 1
	cost = 10
	available = {
		is_in_faction_with = SOV
		SOV = {
			has_government = communism
			has_war = yes
		}
	}
	bypass = {

	}
	enable_automatic_bypass = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = SOV_kirov_organization SOV_yakovlev_design_bureau_organization
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_kirov AST_yakovlev_design_bureau
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_approach_kretsen
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch, has_capitulated
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_approach_kretsen
	icon = GFX_focus_NOR_approach_kretsen
	prerequisite = {
		focus = NOR_the_kings_no
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_kings_no
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
		has_government = democratic
	}
	available = {
		has_capitulated = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			NOR_kretsen_ns
		}
	}
}