Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: liechtenstein.25
Constructs: has_government, add_stability, fire_only_once, has_idea, is_neighbor_of, add_popularity
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.25
	picture = GFX_report_event_bul_muraviev_protest
	title = liechtenstein.25.t
	desc = liechtenstein.25.d
	fire_only_once = yes
	mean_time_to_happen = {
		days = 60
	}
	trigger = {
		date = > 1939.1.1
		has_idea = LIE_the_rotter_curse
		fascism = > 0.1
		GER = {
			has_government = fascism
			is_neighbor_of = LIE
		}
	}
	option = {
		name = liechtenstein.25.a
		add_stability = -0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: Technology
Component: engine_tech_3
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	path = {
		leads_to_tech = engine_tech_4
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = engine_tech_3_tt
	}
	show_effect_as_desc = yes
	research_cost = 1
	start_year = 1941
	folder = {
		name = nsb_armour_folder
		position = {
			x = 2
			y = @1941
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1941.1.1
		} {
			factor = 1.5
			date = > 1942.1.1
		} {
			factor = 2
			date = > 1943.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AA_test
Constructs: limit, every_state, set_variable, set_country_flag, clr_country_flag, force_update_map_mode
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_antiair.txt

Code:
EAI_PC_AA_test = {
	every_state = {
		set_variable = {
			EAI_debug_value = 0
		} {
			EAI_debug_value_2 = 0
		}
	}
	set_country_flag = EAI_PC_AA_score_logging
	EAI_PC_AA_get_best_target_on_controlled_states = yes
	clr_country_flag = EAI_PC_AA_score_logging
	force_update_map_mode = {
		limit = {
			always = yes
		}
		mapmode = debug_map_mode_airbase
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_bring_the_revolution_to_france
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_bring_the_revolution_to_france
	icon = GFX_goal_generic_red_freedom
	prerequisite = {
		focus = SWE_improve_red_army
	}
	relative_position_id = SWE_improve_red_army
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = FRA
		}
		FRA = {
			NOT = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = FRA
			type = puppet_wargoal_focus
		}
	}
}
### Entity: National Focus
Component: GERK_shocktroops
Constructs: prerequisite, completion_reward, add_tech_bonus, unlock_tactic, add_mastery_bonus
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_shocktroops
	text = GER_pocket_liqudation
	icon = GFX_goal_GER_pocket_liquidation
	relative_position_id = GERK_field_piece_research
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = GERK_field_piece_research GERK_continue_motorization
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_special_forces_training_tech
		} {
			name = GER_shock_troops_tech_bonus
			bonus = 1
			uses = 1
			category = r56_shock_infantry_tech
		}
		custom_effect_tooltip = rw56_enable_deep_battle_tt
		hidden_effect = {
			unlock_tactic = masterful_backhand_blow
		}
		add_mastery_bonus = {
			name = GER_pocket_liqudation
			bonus = 0.2
			days = 365
			sub_doctrine = shocktroops_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: MON_chi_high_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_chi_high_influence_decrease_effect = {
	custom_effect_tooltip = MON_chi_tt MON_high_influence_decrease_tt
	add_to_variable = {
		chi_influence_in_mon = MON_high_influence_decrease
	}
	clamp_variable = {
		var = chi_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_expand_the_kebur_zabagna
Constructs: division_template, prerequisite, has_war, limit, completion_reward, random_owned_controlled_state, create_unit, has_tech
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_expand_the_kebur_zabagna
	icon = GFX_focus_ETH_expand_the_kebur_zabagna
	prerequisite = {
		focus = ETH_keep_the_chitet ETH_expand_the_mehal_sefari
	}
	x = 1
	y = 1
	relative_position_id = ETH_keep_the_chitet
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_expand_the_kebur_zabagna_tt
		hidden_effect = {
			random_owned_controlled_state = {
				prioritize = {
					271
				}
				create_unit = {
					division = division_template = "Kebur Zabagna" start_experience_factor = 0.15 start_equipment_factor = 1
					owner = ETH
					count = 1
				}
			}
			IF = {
				limit = {
					has_tech = tech_recon
				}
				add_units_to_division_template = {
					template_name = Kebur Zabagna
					support = {
						recon = 0
					}
				}
			} {
				limit = {
					has_tech = gw_artillery
				}
				add_units_to_division_template = {
					template_name = Kebur Zabagna
					support = {
						artillery = 0
					}
				}
			} {
				limit = {
					has_tech = interwar_antitank
				}
				add_units_to_division_template = {
					template_name = Kebur Zabagna
					support = {
						anti_tank = 0
					}
				}
			} {
				limit = {
					has_tech = interwar_antiair
				}
				add_units_to_division_template = {
					template_name = Kebur Zabagna
					support = {
						anti_air = 0
					}
				}
			}
			add_units_to_division_template = {
				template_name = Kebur Zabagna
				regiments = {
					infantry = 1 1 1 1
					cavalry = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_external_interests
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_external_interests
	icon = GFX_focus_eng_global_defense
	cost = 7.2
	prerequisite = {
		focus = CUB_government_reshuffle
	}
	relative_position_id = CUB_government_reshuffle
	x = 2
	y = 2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = CUB_external_interests_idea
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_self_determination_for_pakistan
Constructs: has_completed_focus, prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_self_determination_for_pakistan
	icon = GFX_goal_AFG_selfdetermination_PAK
	x = 0
	y = 2
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_completed_focus = AFG_the_bannu_resolution
		}
		any_country = {
			NOT = {
				has_war_with = AFG
				is_in_faction_with = AFG
				is_subject_of = AFG
			}
			owns_state = 442
		}
	}
	bypass = {
		OR = {
			has_completed_focus = AFG_the_bannu_resolution
			any_country = {
				OR = {
					has_war_with = AFG
					is_in_faction_with = AFG
					is_subject_of = AFG
				}
				owns_state = 442
			}
		}
	}
	prerequisite = {
		focus = AFG_continue_railway_development
	}
	relative_position_id = AFG_continue_railway_development
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = AFG
					is_in_faction_with = AFG
					is_subject_of = AFG
				}
				owns_state = 442
				controls_state = 442
			}
			country_event = {
				id = r56_afghanistan.64
				hours = 6
			}
			custom_effect_tooltip = if_they_accept_tt AFG_add_the_peshawar_conference_tt
			unlock_decision_category_tooltip = AFG_north_frontier_province
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_war_production_BEL = {
	research = {
		industry = 20.0
		construction_tech = 20.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: Idea
Component: POL_authoritarianism_focus
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_authoritarianism_focus = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	picture = POL_ideology_drift_defence
	modifier = {
		democratic_drift = -0.1
		democratic_acceptance = -100
	}
}
### Entity: Event
Component: mtg_netherlands.66
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.66
	title = mtg_netherlands.66.t
	desc = {
		text = mtg_netherlands.66.d.a
		trigger = {
			original_tag = HOL
		}
	} {
		text = mtg_netherlands.66.d.b
		trigger = {
			original_tag = GER
		}
	}
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.66.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_netherlands.66.b
		trigger = {
			original_tag = GER
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_united
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_core_of, set_cosmetic_tag
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_united
	icon = GFX_focus_IRQ_kurdistan_united
	prerequisite = {
		focus = IRQ_kurdish_attack_iran
	} {
		focus = IRQ_kurdish_attack_turkey
	}
	x = -1
	y = 1
	relative_position_id = IRQ_kurdish_attack_iran
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		controls_state = 352 350 800 353 1000 419 1001 421
		controls_State = 680
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		349 = {
			add_core_of = ROOT
		}
		344 = {
			add_core_of = ROOT
		}
		799 = {
			add_core_of = ROOT
		}
		413 = {
			add_core_of = ROOT
		}
		416 = {
			add_core_of = ROOT
		}
		1004 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_cosmetic_tag = greater_kurdistan
		add_ideas = KUR_united_idea
	}
}
### Entity: Character
Component: EQG_democratic_guy
Constructs: has_government
Source: game
File: common/characters/EQG.txt

Code:
EQG_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = EQG_democratic_guy
		allowed = {
			original_tag = EQG
		}
		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: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Ace.html

Doc:
This article is considered accurate for the current version of the game.

|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

Aces have replaced the role of experience and commanders for the air force.
### Entity: Scripted Effect
Component: r56_bundeslaender_kaernten_outbreak
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_kaernten_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 1
	} {
		r56_bundeslaender_div_prov = 3673
	} {
		r56_bundeslaender_div_prov = 668
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_kaernten_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	1054 = {
		r56_bundeslaender_create_unit = yes
	} {
		r56_bundeslaender_create_unit = yes
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_improve_our_weaponary
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_improve_our_weaponary
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = SUD_the_sudanese_armed_forces
	}
	x = 0
	y = 1
	relative_position_id = SUD_the_sudanese_armed_forces
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SUD_develop_indigenous_models
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Scripted Effect
Component: SP_create_variant_based_on_country_armored_maintenance
Constructs: limit, create_equipment_variant
Source: game
File: common/scripted_effects/SP_scripted_effects.txt

Code:
SP_create_variant_based_on_country_armored_maintenance = {
	if = {
		limit = {
			original_tag = GER
		}
		create_equipment_variant = {
			name = Bergepanzer IV
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 1
				tank_engine_upgrade = 2
				tank_armor_upgrade = 2
				tank_gun_upgrade = 0
			}
			icon = GFX_GER_armored_support_vehicle_recovery_medium
			model = GER_armored_maintenance_entity
		}
	}
	else_if = {
		limit = {
			original_tag = JAP
		}
		create_equipment_variant = {
			name = Sōkō Sagyō Ki
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 0
				tank_engine_upgrade = 1
				tank_armor_upgrade = 2
				tank_gun_upgrade = 2
			}
			icon = GFX_JAP_armored_support_vehicle_recovery_medium
			model = JAP_armored_maintenance_entity
		}
	} {
		limit = {
			original_tag = SOV
		}
		create_equipment_variant = {
			name = T-34-T
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 3
				tank_engine_upgrade = 1
				tank_armor_upgrade = 1
				tank_gun_upgrade = 0
			}
			icon = GFX_SOV_armored_support_vehicle_recovery_medium
			model = SOV_armored_maintenance_entity
		}
	} {
		limit = {
			original_tag = ENG
		}
		create_equipment_variant = {
			name = Churchill ARV
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 0
				tank_engine_upgrade = 1
				tank_armor_upgrade = 2
				tank_gun_upgrade = 2
			}
			icon = GFX_ENG_armored_support_vehicle_recovery_1_medium
			model = ENG_armored_maintenance_entity
		}
	} {
		limit = {
			original_tag = USA
		}
		create_equipment_variant = {
			name = M31 ARV
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 1
				tank_engine_upgrade = 0
				tank_armor_upgrade = 1
				tank_gun_upgrade = 3
			}
			icon = GFX_USA_armored_support_vehicle_recovery_medium
			model = USA_armored_maintenance_entity
		}
	}
	else = {
		create_equipment_variant = {
			name = Armored Recovery Vehicle
			type = armored_support_vehicle_1
			parent_version = 0
			upgrades = {
				tank_reliability_upgrade = 2
				tank_engine_upgrade = 1
				tank_armor_upgrade = 1
				tank_gun_upgrade = 1
			}
			icon = GFX_armored_support_vehicle_recovery_1_medium
			model = armored_maintenance_entity
		
# ... (truncated)
### Entity: Country History
Country: PAP
Component: PAP_technology
Constructs: set_technology
Source: game
File: history/countries/PAP - Papal States.txt

Code:
# Starting Technologies for PAP
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	armored_car1 = 1
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_silent_service
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_silent_service
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = KOR_the_blocade_doctrine
	}
	relative_position_id = KOR_the_blocade_doctrine
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = KOR_silent_service
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GER_stakhonovite_collectivist1
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_stakhonovite_collectivist1 = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.05
	local_resources_factor = 0.05
	production_lack_of_resource_penalty_factor = -0.05
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.16
Constructs: is_triggered_only, limit, has_war_with, set_faction_name, add_to_faction, is_in_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.16
	title = NSB_soviet_fascist_tsarist.16.t
	desc = NSB_soviet_fascist_tsarist.16.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.16.a
		set_faction_name = TRIPLE_ENTENTE
		add_to_faction = FROM
		FROM = {
			country_event = {
				id = NSB_soviet_fascist_tsarist.17
			}
		}
		if = {
			limit = {
				tag = ENG
				FRA = {
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					} {
						has_war_with = FROM
					}
				}
			}
			FRA = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.19
					hours = 12
					random = 60
				}
			}
		} {
			limit = {
				tag = FRA
				ENG = {
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					} {
						has_war_with = FROM
					}
				}
			}
			ENG = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.19
					hours = 12
					random = 60
				}
			}
		}
	} {
		name = NSB_soviet_fascist_tsarist.16.b
		FROM = {
			country_event = {
				id = NSB_soviet_fascist_tsarist.18
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_11/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_restore_the_brest_litovsk_borders
Constructs: prerequisite, limit, every_country, add_war_support, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_restore_the_brest_litovsk_borders
	icon = GFX_focus_GER_brest_litovsk_borders
	prerequisite = {
		focus = GER_realpolitik
	}
	mutually_exclusive = {
		focus = GER_see_to_the_eastern_front_ww
	}
	x = 4
	y = 1
	relative_position_id = GER_realpolitik
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_threat = 2
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 50
		add_war_support = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		every_country = {
			limit = {
				OR = {
					original_tag = EST LAT LIT POL
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = existential_threat
			}
		} {
			limit = {
				original_tag = SOV
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_seeks_to_restore_brest_litovsk_worse
			}
		} {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				OR = {
					original_tag = ENG FRA ROM
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_seeks_to_restore_brest_litovsk
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.06
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.06
	title = BBA_italy_naval_cooperation_programs.06.t
	desc = BBA_italy_naval_cooperation_programs.06.desc
	picture = GFX_report_event_usa_destroyers
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.06.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_production_quotas
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_production_quotas
	icon = GFX_goal_generic_production2
	x = -1
	y = 1
	relative_position_id = VEN_adopt_rearmament_policies
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_adopt_rearmament_policies
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = LIE_production_quotas_idea
	}
}
### Entity: Idea
Component: EAI_DD_20/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}