Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: is_player_lead, take_states, force_government, take_navy, is_ai, has_game_rule
Source: game
File: common/peace_conference/cost_modifiers/playerledpeace.txt

Code:
peace_action_modifiers = {
	is_player_lead = {
		category = other
		peace_action_type = {
			take_states puppet liberate force_government take_navy
		}
		enable = {
			is_ai = no
			has_game_rule = {
				rule = player_peace_setting
				option = ON
			}
		}
		cost_multiplier = 0
	}
}
### Entity: Event
Component: CZE.3
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
news_event = {
	id = CZE.3
	title = CZE.3.t
	desc = CZE.3.d
	picture = GFX_CZKE_tgm_funeral_news
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CZE.3.a
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_guide_the_future_of_naval_warfare
Constructs: prerequisite, limit, completion_reward, add_command_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_guide_the_future_of_naval_warfare
	prerequisite = {
		focus = POR_focus_on_submarine_production POR_restore_our_high_seas_presence
	}
	icon = GFX_goal_POR_coa_navy
	cost = 10
	ai_will_do = {
		base = 3
	}
	x = 2
	y = 1
	relative_position_id = POR_focus_on_submarine_production
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 125
		add_command_power = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_towards_a_portuguese_raiding_armada_r56
			}
			swap_ideas = {
				remove_idea = POR_towards_a_portuguese_raiding_armada_r56
				add_idea = POR_towards_a_portuguese_raiding_armada_2_r56
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_restoring_the_portuguese_high_seas_armada_r56
				add_idea = POR_restoring_the_portuguese_high_seas_armada_2_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_recon_companies
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_recon_companies
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = SLO_mountain_brigades SLO_motorization_effort
	} {
		focus = SLO_mountain_brigades SLO_mountain_brigades
	}
	x = -1
	y = 2
	relative_position_id = SLO_army_effort
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_motorized_recon_companies
			bonus = 3
			uses = 1
			category = recon_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = SER_ikarus SER_rogozarski SER_zmaj
	}
	mutually_exclusive = {
		focus = SER_fighter_focus
	}
	relative_position_id = SER_ikarus
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SER_bomber_focus
				bonus = 1
				uses = 1
				category = heavy_air medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = SER_bomber_focus
				bonus = 1
				uses = 1
				category = heavy_air tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_PC_end_all_projects
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_end_all_projects = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_end_all_projects > THIS=[this.getname] PREV=[prev.getname]
	}
	for_each_loop = {
		array = EAI_PC_target_state
		index = _project_id
		if = {
			limit = {
				NOT = {
					check_variable = {
						v = 0
					}
				}
			}
			set_temp_variable = {
				EAI_PC_end_project_source = 3
			}
			EAI_PC_end_project = yes
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_costa_rican_autarky
Constructs: prerequisite, limit, add_ideas, completion_reward, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_costa_rican_autarky
	icon = GFX_goal_italy_autarky
	prerequisite = {
		focus = COS_militarize_the_fuerza_publica
	} {
		focus = COS_revenge_for_the_coto_war
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESOURCES FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 5
	relative_position_id = COS_approach_the_nazistas
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = AFG_autarky
	}
}
### Entity: Idea
Component: WAF_selim_moishiou
Source: game
File: common/ideas/catism.txt

Code:
WAF_selim_moishiou = {
	ledger = army
	allowed = {
		original_tag = WAF
	}
	traits = {
		army_artillery_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: r56_lootbox_war_prep_idea
Constructs: army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/lootbox.txt

Code:
r56_lootbox_war_prep_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		justify_war_goal_time = -0.5
		planning_speed = 0.1
		max_planning = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Country History
Country: SIE
Component: SIE_characters
Constructs: recruit_character
Source: game
File: history/countries/SIE - Sierra Leone.txt

Code:
# Leaders & Characters for SIE
recruit_character = SIE_acas SIE_mt SIE_nccr SIE_ai2 SIE_ncs SIE_aco2 SIE_acd2 SIE_nt SIE_ar SIE_fascist_guy SIE_acgs SIE_acr SIE_stc SIE_ncm SIE_democratic_guy SIE_communist_guy SIE_coi SIE_pot SIE_aa2 SIE_awt
### Entity: AI Strategy
Component: ai_focus_aggressive_FIN
Source: game
File: common/ai_focuses/FIN.txt

Code:
ai_focus_aggressive_FIN = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 1.0
		armor = 1.0
	}
}
### Entity: Character
Component: close_air_support_proponent
Source: game
File: common/country_leader/00_traits.txt

Code:
close_air_support_proponent = {
	sprite = 14
	new_battlefield_support_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: germany.45
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.45
	title = germany.40.t
	desc = germany.45.d
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = germany.45.a
		effect_tooltip = {
			GER = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
					generator = {
						69
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: PER_BC_HISTORICAL
Source: game
File: common/units/names_ships/PER_ship_names.txt

Code:
PER_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		PER
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = IIS 
	fallback_name = Battlecruiser %d
	unique = {
		Palang Babr Shir Paykan
	}
}
### Entity: AI Strategy
Component: armored_ITA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
armored_ITA = {
	available_for = {
		ITA
	}
	role = armor
	upgrade_prio = {
		base = 3
		modifier = {
			factor = 2
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		} {
			factor = 2
			OR = {
				has_tech = main_battle_tank main_battle_tank_chassis
			}
		}
	}
	light_armor_early_ITA = {
		upgrade_prio = {
			base = 2
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
			}
			regiments = {
				light_armor = 2
				motorized = 2
				cavalry = 2
			}
		}
	}
	light_armor_mid_ITA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1937.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				light_armor = 3
				motorized = 4
			}
		}
	}
	medium_armor_early_ITA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				medium_armor = 2
				light_armor = 1
				motorized = 4
				mot_artillery_brigade = 1
			}
		}
	}
	medium_armor_mid_ITA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				maintenance_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				medium_armor = 3
				motorized = 4
				medium_sp_artillery_brigade = 1
			}
		}
	}
	medium_armor_late_ITA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 6
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
				has_tech = mechanised_infantry
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				maintenance_company = 1
				logistics_company = 1
				signal_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				medium_armor = 3
				motorized = 4
				mechanized = 1
				medium_sp_artillery_brigade = 2
			}
		}
	}

# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PRODUCTION_FTR_aircraft_production_strategies
Constructs: limit, has_country_flag, has_deployed_air_force_size, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_FTR_aircraft_production_strategies = {
	if = {
		limit = {
			EAI_FTR_aircraft_production = yes
		}
		if = {
			limit = {
				has_deployed_air_force_size = {
					size = < 15000
					type = fighter
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_FTR_aircraft_production_strategy
					}
				}
				set_country_flag = EAI_FTR_aircraft_production_strategy
			}
		}
		else_if = {
			limit = {
				has_deployed_air_force_size = {
					size = > 20000
					type = fighter
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FTR_aircraft_production_strategy
				}
				clr_country_flag = EAI_FTR_aircraft_production_strategy
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = EAI_FTR_aircraft_production_strategy
		}
		clr_country_flag = EAI_FTR_aircraft_production_strategy
	}
}
### Entity: Technology
Component: POL_armor_training_focus
Constructs: research_cost, enable_tactic
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		max_organisation = -2
		default_morale = -0.1
	}
	enable_tactic = tactic_unexpected_thrust
	cavalry = {
		default_morale = 0.05
	}
	motorized = {
		default_morale = 0.05
	}
	mechanized = {
		default_morale = 0.05
	}
	category_all_armor = {
		max_organisation = 1
		default_morale = 0.15
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine
Constructs: check_variable, has_doctrine
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = {
	OR = {
		AND = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
			}
			has_doctrine = new_mobile_warfare
		} {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_SF_DOCTRINE
			}
			has_doctrine = superior_firepower
		} {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_GB_DOCTRINE
			}
			has_doctrine = grand_battleplan
		} {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
			}
			has_doctrine = mass_assault
		}
	}
}
### Entity: Order of Battle
Component: 108th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 108th Division
	location = 8049
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_jiang_weiren
	}
}
### Entity: AI Strategy
Component: GER_naval_mine_layer
Constructs: has_war
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_mine_layer = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_mine_layer
	}
	priority = {
		factor = 3
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_layer_light = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
				num_of_naval_factories = < 20
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_battery_slot = ship_light_battery_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_anti_air_slot = < ship_anti_air_3
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_system light_ship_engine ship_torpedo ship_radar ship_sonar ship_depth_charge
		}
	}
	submarine_mine_layer = {
		name = type_viid_class
		priority = {
			factor = 20
			modifier = {
				factor = 10
				has_war = yes
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				rear_1_custom_slot = ship_mine_layer_sub
			}
		}
		requirements = {
			module = ship_mine_layer_sub
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	mine_layer_cruiser = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
				num_of_naval_factories = > 19
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_cruiser
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				mid_2_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = < cruiser_ship_engine_3
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, is_subject, has_cosmetic_tag, complete_effect, remove_effect
Source: game
File: common/decisions/HUN_old.txt

Code:
political_actions = {
	SZK_become_hungary = {
		allowed = {
			original_tag = SZK
		}
		icon = generic_nationalism
		available = {
			is_subject = no
			controls_state = 43
			NOT = {
				OR = {
					country_exists = HUN
					any_other_country = {
						has_cosmetic_tag = HUN_EMPIRE
					}
				}
			} {
				has_government = communism
			}
		}
		cost = 10
		days_remove = 15
		fire_only_once = yes
		visible = {

		}
		complete_effect = {

		}
		remove_effect = {
			set_cosmetic_tag = HUN
			154 = {
				add_core_of = ROOT
			}
			43 = {
				add_core_of = ROOT
			}
			155 = {
				add_core_of = ROOT
			}
			1104 = {
				add_core_of = ROOT
			}
			664 = {
				add_core_of = ROOT
			}
			set_capital = {
				state = 43
				remember_old_capital = no
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	HUN_try_to_reconcile_with_horthy_loyalists = {
		allowed = {
			original_tag = HUN
		}
		icon = generic_army_support
		available = {
			is_subject = no
			has_government = fascism
			has_completed_focus = HUN_army_maneuvers HUN_favor_the_army
		}
		cost = 80
		days_remove = 40
		fire_only_once = yes
		visible = {
			original_tag = HUN
			has_completed_focus = HUN_revolt_of_the_arrow_crosses
			has_civil_war = no
		}
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
			hidden_effect = {
				set_global_flag = tried_reconcile_hungarian_generals
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
	HUN_claim_south_tyrol = {
		allowed = {
			original_tag = HUN
		}
		icon = generic_army_support
		available = {
			is_subject = no
			has_cosmetic_tag = HUN_MONARCHY
			has_completed_focus = HUN_moderate_restoration
			39 = {
				OWNER = {
					has_war_with = ROOT
				}
			}
		}
		cost = 80
		fire_only_once = yes
		visible = {
			original_tag = HUN
			has_cosmetic_tag = HUN_MONARCHY
			has_civil_war = no
			39 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		complete_effect = {
			39 = {
				add_core_of = ROOT
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_hellenic_navy
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_hellenic_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = GRE_hellenic_armed_forces
	}
	x = 7
	y = 1
	relative_position_id = GRE_hellenic_armed_forces
	cost = 5
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		navy_experience = 15
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_player_intervening
Constructs: is_ai, is_justifying_wargoal_against, check_variable
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_player_intervening = {
	OR = {
		any_enemy_country = {
			is_ai = no
		}
		any_country = {
			is_ai = no
			is_justifying_wargoal_against = ROOT
		}
		NOT = {
			check_variable = {
				EAI_wardec_script_target = 0
			}
		}
	}
}
### Entity: Character
Component: black_sea_naval_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
black_sea_naval_manufacturer = {
	random = no
	equipment_bonus = {
		screen_ship = {
			build_cost_ic = -0.15
			sub_detection = 0.1
			naval_range = -0.25
		}
		submarine = {
			build_cost_ic = -0.15
			sub_visibility = -0.1
			naval_range = -0.25
		}
		carrier = {
			build_cost_ic = 0.15
			naval_range = -0.25
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: original_research_slots
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## original_research_slots

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check number of research slots at start of game
```
### Entity: National Focus
Tree: lat_focus
Component: LAT_merge_presidential_titles
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, cancel_if_invalid, has_country_leader, add_country_leader_trait
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_merge_presidential_titles
	icon = GFX_focus_LAT_merge_presidential_titles
	prerequisite = {
		focus = LAT_nationalised_industry
	}
	mutually_exclusive = {
		focus = LAT_military_dictatorship
	}
	x = 0
	y = 1
	relative_position_id = LAT_nationalised_industry
	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_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = LAT_karlis_ulmanis
					ruling_only = yes
				}
			}
			add_country_leader_trait = married_to_latvia
		}
		else_if = {
			limit = {
				has_government = fascism
			}
			add_country_leader_trait = LAT_military_dictator
		}
		remove_ideas = democratic_opposition
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_allow_landsverk_to_operate
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, add_mio_funds, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_allow_landsverk_to_operate
	icon = GFX_focus_SWE_landsverk
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = SWE_sieze_landsverk
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		mio:SWE_landsverk_organization = {
			add_mio_funds = 1500
			unlock_mio_trait_tooltip = {
				trait = SWE_mio_trait_german_landsverk_tech_exchange
			}
		}
		random_core_state = {
			prioritize = {
				138
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		GER = {
			add_offsite_building = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			add_opinion_modifier = {
				target = SWE
				modifier = SWE_GER_allowing_landverk_to_operate
			}
		}
		custom_effect_tooltip = SWE_allow_landsverk_to_operate_tt
	}
}
### Entity: Event
Component: israel.69
Constructs: is_triggered_only, has_completed_focus, limit, random_list
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.69
	title = israel.69.t
	desc = israel.69.d
	hidden = yes
	is_triggered_only = yes
	trigger = {
		if = {
			limit = {
				original_tag = MPL
			}
			ISR = {
				exists = no
			}
		}
	}
	option = {
		name = israel.69.a
		if = {
			limit = {
				original_tag = MPL
				OR = {
					has_completed_focus = MPL_british_occupation
					NOT = {
						has_completed_focus = MPL_jews_ministers
					}
				}
			}
			country_event = israel.70
		}
		else_if = {
			limit = {
				original_tag = ISR
				has_completed_focus = ISR_plane_imports
			}
			country_event = israel.71
		}
		else = {
			random_list = {
				80 = {
					country_event = israel.71
				}
				20 = {
					country_event = israel.70
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

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