Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_military_industries_expansion
Constructs: prerequisite, limit, completion_reward, has_idea, every_state, is_controlled_by, is_subject_of, has_state_flag
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_military_industries_expansion
	icon = GFX_goal_proving_grounds
	x = -2
	y = 1
	cost = 10
	relative_position_id = MON_develop_the_rear
	prerequisite = {
		focus = MON_develop_the_rear MON_improve_baigaal_dalai_industries MON_develop_mongolia_proper MON_assist_subsidized_region
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		custom_effect_tooltip = MON_invest_add_one_mil_factory_in_a_state_tt
		every_state = {
			limit = {
				OR = {
					is_controlled_by = ROOT
					controller = {
						is_subject_of = ROOT
					}
				}
				has_state_flag = MON_invested_into_state
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Effect Reference
Construct: transfer_navy
Constructs: transfer_navy, is_government_in_exile
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## transfer_navy

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Transfers the entire navy from scope country to target country. Does not support carriers!
Example:
ENG={
	target = NZL
	is_government_in_exile = yes #optional, default is no; the navy will be tagged as exile if this is yes so that it will return to owner if they return from exile.
}
```
### Entity: Name List
Component: TML
Source: game
File: common/names/00_names.txt

Code:
TML = {
	male = {
		names = {
			Joko Fauzi Prabowo Ali Soemarno Henk Widji Teuku Hadi Azwar Mustafa Zaini Abdul Anak Ida Dewa
		}
	}
	female = {
		names = {
			Diah Siti
		}
	}
	surnames = {
		Widodo Bowo Subianto Sadikin Sosroatmodjo Ngantung Permatasari Damono Wibowo Thukul Hartinah Gunawan Haryanto Suprianto Sabara Abubakar Bagus Oka Bagus Mantra Martha
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_extensive_conscription
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_extensive_conscription = {
	EAI_LAW_wants_extensive_conscription = yes
	EAI_LAW_available_extensive_conscription = yes
}
### Entity: Unit Template
Component: ROM_MTN_01
Source: game
File: common/units/names_divisions/ROM_names_divisions.txt

Code:
ROM_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		ROM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = Brigada %d de Munte Mixtă
	ordered = {
		1 = {
			Brigada %d de Munte Mixtă
		}
		2 = {
			Brigada %d de Munte Mixtă
		}
		3 = {
			Brigada %d de Munte Mixtă
		}
		4 = {
			Brigada %d de Munte Mixtă
		}
		5 = {
			Brigada %d de Munte Mixtă
		}
		6 = {
			Brigada %d de Munte Mixtă
		}
		7 = {
			Brigada %d de Munte Mixtă
		}
		8 = {
			Brigada %d de Munte Mixtă
		}
		9 = {
			Brigada %d de Munte Mixtă
		}
		10 = {
			Brigada %d de Munte Mixtă
		}
		11 = {
			Brigada %d de Munte Mixtă
		}
		12 = {
			Brigada %d de Munte Mixtă
		}
		13 = {
			Brigada %d de Munte Mixtă
		}
		14 = {
			Brigada %d de Munte Mixtă
		}
		15 = {
			Brigada %d de Munte Mixtă
		}
		16 = {
			Brigada %d de Munte Mixtă
		}
		17 = {
			Brigada %d de Munte Mixtă
		}
		18 = {
			Brigada %d de Munte Mixtă
		}
		19 = {
			Brigada %d de Munte Mixtă
		}
		20 = {
			Brigada %d de Munte Mixtă
		}
		21 = {
			Brigada %d de Munte Mixtă
		}
		22 = {
			Brigada %d de Munte Mixtă
		}
		23 = {
			Brigada %d de Munte Mixtă
		}
		24 = {
			Brigada %d de Munte Mixtă
		}
		25 = {
			Brigada %d de Munte Mixtă
		}
		26 = {
			Brigada %d de Munte Mixtă
		}
		27 = {
			Brigada %d de Munte Mixtă
		}
		28 = {
			Brigada %d de Munte Mixtă
		}
		29 = {
			Brigada %d de Munte Mixtă
		}
		30 = {
			Brigada %d de Munte Mixtă
		}
		31 = {
			Brigada %d de Munte Mixtă
		}
		32 = {
			Brigada %d de Munte Mixtă
		}
		33 = {
			Brigada %d de Munte Mixtă
		}
		34 = {
			Brigada %d de Munte Mixtă
		}
		35 = {
			Brigada %d de Munte Mixtă
		}
		36 = {
			Brigada %d de Munte Mixtă
		}
		37 = {
			Brigada %d de Munte Mixtă
		}
		38 = {
			Brigada %d de Munte Mixtă
		}
		39 = {
			Brigada %d de Munte Mixtă
		}
		40 = {
			Brigada %d de Munte Mixtă
		}
		41 = {
			Brigada %d de Munte Mixtă
		}
		42 = {
			Brigada %d de Munte Mixtă
		}
		43 = {
			Brigada %d de Munte Mixtă
		}
		44 = {
			Brigada %d de Munte Mixtă
		}
		45 = {
			Brigada %d de Munte Mixtă
		}
		46 = {
			Brigada %d de Munte Mixtă
		}
		47 = {
			Brigada %d de Munte Mixtă
		}
		48 = {
			Brigada %d de Munte Mixtă
		}
		49 = {
			Brigada %d de Munte Mixtă
		}
		50 = {
			Brigada %d de Munte Mixtă
		}
		51 = {
			Brigada %d de Munte Mixtă
		}
		52 = {
			Brigada %d de Munte Mixtă
		}
		53 = {
			Brigada %d de Munt
# ... (truncated)
### Entity: Character
Component: SCI_francesco_zingales
Source: game
File: common/characters/SCI.txt

Code:
SCI_francesco_zingales = {
	name = SCI_francesco_zingales
	portraits = {
		army = {
			large = gfx/leaders/ITA/Portrait_Italy_Generic_land_5.dds
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
	}
}
### Entity: Event
Component: aat_news.100
Constructs: is_triggered_only, has_war_with, is_in_faction_with, is_subject_of
Source: game
File: events/AAT_NewsEvents.txt

Code:
news_event = {
	id = aat_news.100
	title = aat_news.100.t
	desc = aat_news.100.desc
	picture = GFX_news_event_FIN_continuation_war_murmansk
	major = yes
	is_triggered_only = yes
	option = {
		name = aat_news.100.a
		trigger = {
			original_tag = FIN
		}
	} {
		name = aat_news.100.b
		trigger = {
			NOT = {
				original_tag = FIN
			} {
				has_war_with = FIN
			}
			OR = {
				has_war_with = SOV
				is_in_faction_with = GER FIN
				is_subject_of = FIN GER
			}
		}
	} {
		name = aat_news.100.c
		trigger = {
			NOT = {
				original_tag = FIN
			}
			has_war_with = FIN
		}
	} {
		name = aat_news.100.d
		trigger = {
			NOT = {
				original_tag = FIN
				has_war_with = FIN SOV
				is_in_faction_with = GER FIN
				is_subject_of = FIN GER
			}
		}
	}
}
### Entity: Idea
Component: NOR_intelligence_gathered
Constructs: has_government, removal_cost, decryption_factor, recon_factor
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_intelligence_gathered = {
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = CZE_planning_bonus
	modifier = {
		decryption_factor = 0.1
		recon_factor = 0.1
	}
}
### Entity: Character
Component: FIN_technocrat_saarinen
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
FIN_technocrat_saarinen = {
	sprite = 13
	random = no
	production_speed_industrial_complex_factor = 0.05
	research_speed_factor = 0.05
	custom_modifier_tooltip = FIN_technocrat_saarinen_tt
}
### Entity: Modifier Reference
Component: NOR_regional_railroad_electrification
Constructs: mobilization_speed
Source: game
File: common/dynamic_modifiers/NaW_unique_dynamic_modifiers.txt

Code:
NOR_regional_railroad_electrification = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_build_infrastructure
	mobilization_speed = 0.1
	local_intel_to_enemies = -0.05
	army_speed_factor_for_controller = 0.1
	local_supplies_for_controller = 0.1
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.401
Constructs: is_triggered_only, ai_chance, fire_only_once, random_hours, annex_country, is_historical_focus_on, is_tutorial
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.401
	title = BBA_italo_ethiopian_war_events.401.t
	desc = BBA_italo_ethiopian_war_events.401.desc
	picture = GFX_report_event_mussolini_hotel
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.401.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.402
				hours = 4
				random_hours = 8
			}
		}
		news_event = {
			id = bba_news.8
			hours = 1
		}
		effect_tooltip = {
			ITA = {
				annex_country = {
					target = ROOT
					transfer_troops = no
				}
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.401.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					is_historical_focus_on = yes
					is_tutorial = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.403
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Unit Template
Component: KOR_CL_MONARCHY
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_CL_MONARCHY = {
	name = Imperial ship names
	for_countries = {
		KOR
	}
	can_use = {
		has_government = neutrality
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = KES 
	fallback_name = Light Cruiser %d
	unique = {
		Wonju Bucheon Seongnam Jecheon Daecheon Sokcho Yeongju Namwon Gwangmyeong Sinseong Gongju
	}
}
### Entity: Character
Component: navy_chief_commerce_raiding_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_commerce_raiding_3 = {
	sprite = 3
	convoy_raiding_efficiency_factor = 0.2
	experience_gain_navy = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Effect Reference
Construct: set_mio_policy_cooldown
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_policy_cooldown

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Set the base cooldown (in days) after attaching a policy in the MIO policy, found in country in scope with input policy
token. This changes the base value. Modifiers will still apply over it. 
Input value cannot be negative.
ex:
SOV = {
  set_mio_policy_cooldown = {
	policy = my_policy_token
	value = 3
  }
  set_mio_policy_cooldown = {
	policy = my_policy_token
	value = var:my_number_var
  }
}
```
### Entity: Modifier Reference
Component: AFG_look_to_the_past_modifier
Constructs: research_speed_factor, stability_factor, war_support_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_look_to_the_past_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PER_islamic_traditions_ns
	stability_factor = AFG_look_to_the_past_modifier_stability_factor
	war_support_factor = AFG_look_to_the_past_modifier_war_support_factor
	army_core_defence_factor = AFG_look_to_the_past_modifier_core_defense_factor
	army_core_attack_factor = AFG_look_to_the_past_modifier_core_attack_factor
	research_speed_factor = AFG_look_to_the_past_modifier_research_speed_factor
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LAT_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 9340
	division_template = Kajnieku Divizija
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Scripted Effect
Component: r56_AFG_clear_trade_relations
Constructs: limit, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
r56_AFG_clear_trade_relations = {
	if = {
		limit = {
			has_opinion_modifier = AFG_hostile_trade
		}
		remove_opinion_modifier = {
			target = AFG
			modifier = AFG_hostile_trade
		}
	}
	else_if = {
		limit = {
			has_opinion_modifier = AFG_distrustful_trade
		}
		remove_opinion_modifier = {
			target = AFG
			modifier = AFG_distrustful_trade
		}
	} {
		limit = {
			has_opinion_modifier = AFG_cautious_trade
		}
		remove_opinion_modifier = {
			target = AFG
			modifier = AFG_cautious_trade
		}
	} {
		limit = {
			has_opinion_modifier = AFG_cooperative_trade
		}
		remove_opinion_modifier = {
			target = AFG
			modifier = AFG_cooperative_trade
		}
	} {
		limit = {
			has_opinion_modifier = AFG_friendly_trade
		}
		remove_opinion_modifier = {
			target = AFG
			modifier = AFG_friendly_trade
		}
	} {
		limit = {
			has_opinion_modifier = AFG_harmonious_trade
		}
		remove_opinion_modifier = {
			target = AFG
			modifier = AFG_harmonious_trade
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_republic_of_china_navy
Constructs: completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_republic_of_china_navy
	icon = GFX_focus_CHI_Republic_of_china_navy
	x = 16
	y = 0
	relative_position_id = CHI_rocaf
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = CHI_ROCN
		}
	}
}
### Entity: Effect Reference
Construct: Content
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## Table of Content

* [CHARACTER](#effects-for-scope-character)
* [COUNTRY](#effects-for-scope-country)
* [INDUSTRIAL_ORG](#effects-for-scope-industrial_org)
* [OPERATION](#effects-for-scope-operation)
* [PURCHASE_CONTRACT](#effects-for-scope-purchase_contract)
* [RAID_INSTANCE](#effects-for-scope-raid_instance)
* [SPECIAL_PROJECT](#effects-for-scope-special_project)
* [STATE](#effects-for-scope-state)
* [STRATEGIC_REGION](#effects-for-scope-strategic_region)
* [any](#effects-for-scope-any)
### Entity: Decision
Component: NOR_nortraship_category
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
NOR_nortraship_category = {
	icon = category_generic
	visible = {
		always = no
	}
	picture = GFX_decision_cat_NOR_nortraship
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_king_of_sinkiang
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, swap_country_leader_traits
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_king_of_sinkiang
	icon = GFX_focus_GER_proletarian_dictatorship
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = SIK_a_united_sinkiang_clique
	} {
		focus = SIK_a_new_nationality_policy
	}
	relative_position_id = SIK_a_united_sinkiang_clique
	ai_will_do = {
		base = 15
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		IF = {
			limit = {
				SOV = {
					exists = yes
					has_government = communism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIK_detracting_from_party_line
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		SIK_sheng_shicai = {
			swap_country_leader_traits = {
				remove = SIK_duban
				add = SIK_the_king_of_sinkiang
				ideology = stalinism
			}
		}
	}
}
### Entity: Event
Component: denmark_resistance_event.30
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, add_stability, fire_only_once, is_subject, has_character
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.30
	title = denmark_resistance_event.30.t
	desc = denmark_resistance_event.30.desc
	picture = GFX_report_event_DEN_christian_x
	trigger = {
		original_tag = DEN
		is_subject = yes
		OR = {
			has_completed_focus = DEN_seek_independence DEN_sanction_sabotages
		}
		NOT = {
			has_country_flag = DEN_exiled_royal_family
		}
		has_character = DEN_christian_x
	}
	mean_time_to_happen = {
		days = 180
	}
	fire_only_once = yes
	option = {
		name = denmark_resistance_event.30.a
		add_stability = 0.05
		add_war_support = 0.05
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier_improved
				}
			}
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		else_if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_resistance_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		add_to_variable = {
			DEN_resistance_target_on_our_occupied_states = 0.05
			tooltip = resistance_target_on_our_occupied_states_tt
		} {
			DEN_resistance_compliance_growth_on_our_occupied_states = -0.05
			tooltip = compliance_growth_on_our_occupied_states_tt
		}
	}
}
### Entity: State History
Component: 211
Constructs: add_core_of
Source: game
File: history/states/211-Burgas.txt

Code:
state = {
	id = 211
	name = STATE_211
	manpower = 1358394
	state_category = town
	history = {
		owner = BUL
		victory_points = {
			9783 5
		} {
			9902 3
		} {
			6967 3
		} {
			9888 1
		} {
			9769 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			9783 = {
				naval_base = 3
			}
			9902 = {
				naval_base = 1
			}
		}
		add_core_of = BUL
	}
	provinces = {
		649 6967 9769 9783 9888 9902 9919
	}
	local_supplies = 4.0
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_invite_bulgaria
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_invite_bulgaria
	icon = GFX_goal_generic_befriend_bulgaria_communist
	prerequisite = {
		focus = GRE_ally_the_balkans
	}
	x = -3
	y = 1
	relative_position_id = GRE_ally_the_balkans
	cost = 5
	ai_will_do = {
		factor = 80
	}
	available = {
		has_country_flag = GRE_balkan_friends
		BUL = {
			NOT = {
				has_war_with = GRE
			}
			exists = yes
			is_puppet = no
			is_in_faction = no
		}
	}
	bypass = {
		OR = {
			BUL = {
				is_in_faction_with = GRE
				exists = no
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_3
		IF = {
			limit = {
				BUL = {
					has_government = communism
				}
			}
			BUL = {
				country_event = greece.63
			}
		}
		BUL = {
			add_timed_idea = {
				idea = GRE_com_support
				days = 365
			}
		}
	}
}
### Entity: Decision
Component: form_polynesia_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_polynesia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_generic_polynesia
}
### Entity: Character
Component: ENG_random_communist_minister_14
Constructs: has_country_flag, research_bonus
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_14 = {
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ENG_random_communist_minister_14
		ledger = air
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_14
		}
		allowed = {
			original_tag = ENG
		}
		research_bonus = {
			rocketry = 0.05
		}
		traits = {
			little_rocket_man
		}
	}
}
### Entity: Idea
Component: DEN_integrating_iceland
Constructs: removal_cost, add_state_core
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_integrating_iceland = {
	removal_cost = -1
	picture = generic_intel_bonus
	on_remove = {
		add_state_core = 100
	}
	modifier = {
		political_power_cost = 0.25
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_local_arms_industry
Constructs: prerequisite, limit, completion_reward, random_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_local_arms_industry
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = ICE_heavy_industry
	}
	x = 0
	y = 1
	relative_position_id = ICE_heavy_industry
	cost = 10
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: MNC_louis_ii_of_monaco_idea
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MNC_louis_ii_of_monaco_idea = {
	random = no
	stability_factor = 0.05
	improve_relations_maintain_cost_factor = -0.1
	democratic_acceptance = 10
	fascism_acceptance = 10
}
### Entity: National Focus
Tree: ast_focus
Component: AST_support_the_centre_party
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_support_the_centre_party
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = AST_abandon_the_westminster_system
	}
	mutually_exclusive = {
		focus = AST_empower_the_workers
	}
	x = -2
	y = 1
	relative_position_id = AST_abandon_the_westminster_system
	cost = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			NOT = {
				JAP = {
					has_government = fascism
				}
			}
			factor = 0
		} {
			fascism = > 0.3
			factor = 20
		}
	}
	available = {
		compare_autonomy_progress_ratio = > 0.55
		if = {
			limit = {
				not = {
					has_government = fascism
				}
			}
			compare_autonomy_state = > autonomy_colony
		} {
			limit = {
				has_government = fascism
			}
			compare_autonomy_state = > autonomy_reichsprotectorate
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = AST_abandon_the_westminster_system
			add_idea = AST_abandon_the_westminster_system_fascism
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AST_generic_fascist_demagogue
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_levy_liechtenstein_properties
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_levy_liechtenstein_properties
	icon = GFX_goal_generic_befriend_liechtenstein
	prerequisite = {
		focus = CZE_national_unity_government CZE_sudetenland_autonomy
	}
	available = {
		is_subject = no
		controls_state = 75
		country_exists = LIE
		NOT = {
			has_war_with = LIE
		}
	}
	ai_will_do = {
		factor = 0.8
	}
	relative_position_id = CZE_sudetenland_autonomy
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = CZE_liechtenstein_properties
		LIE = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reestablish_the_state_bank
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reestablish_the_state_bank
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = PRC_halt_land_revolution PRC_expedite_land_revolution
	}
	x = 1
	y = 1
	relative_position_id = PRC_expedite_land_revolution
	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_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		remove_ideas = PRC_defunct_state_bank
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = PRC_peoples_bank_of_china PRC_mao_zemin
	}
}