Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: naw_norway.38
Constructs: has_completed_focus, owns_state, fire_only_once, is_in_faction_with, remove_state_core
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.38
	title = naw_norway.38.t
	desc = naw_norway.38.d
	picture = GFX_report_event_finnish_letter
	fire_only_once = yes
	trigger = {
		tag = DEN
		NOR = {
			has_completed_focus = NOR_stand_against_communism
		}
		DEN = {
			owns_state = 998 99 101
			is_in_faction_with = NOR
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = naw_norway.38.a
		NOR = {
			transfer_state = 101
			country_event = naw_norway.39
		}
		DEN = {
			remove_state_core = 101
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_camco_primacy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, has_dlc, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_camco_primacy
	icon = GFX_focus_CHI_camco_primacy
	mutually_exclusive = {
		focus = CHI_SINAW_primacy
	}
	prerequisite = {
		focus = CHI_reorganise_the_central_armys_academy_aviation_corps
	}
	x = -1
	y = 1
	relative_position_id = CHI_reorganise_the_central_armys_academy_aviation_corps
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CHI_camco_organization_sea = {
				add_mio_size = 2
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					596 = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
				}
				596 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			else = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
					random_select_amount = 2
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer generic_skip_one_line_tt
			show_ideas_tooltip = CHI_camco_SEA
			if = {
				limit = {
					596 = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
				}
				596 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			else = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
					random_select_amount = 2
					add_extr
# ... (truncated)
### Entity: Event
Component: france.30
Constructs: is_triggered_only
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.30
	title = france.30.t
	desc = france.30.d
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = france.30.a
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_vaisala_radiosonde_tests
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_tech_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_vaisala_radiosonde_tests
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = FIN_industrial_development
	}
	x = 4
	y = 1
	relative_position_id = FIN_industrial_development
	cost = 5
	available = {
		has_full_control_of_state = 111
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = FIN_vaisala_radiosonde_tests
			bonus = 0.5
			uses = 2
			category = electronics
		}
		111 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_amphibious_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_amphibious_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_turret_type
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_medium_cannon tank_medium_cannon_2 tank_close_support_gun tank_light_turret_type tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
}
### Entity: Unit Template
Component: KOR_MEC_02
Constructs: has_government
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_MEC_02 = {
	name = Mechanized Divisions
	for_countries = {
		KOR
	}
	can_use = {
		has_government = communism
	}
	division_types = {
		mechanized
	}
	fallback_name = %dth Infantry Division
	link_numbering_with = {
		KOR_INF_02
	}
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		50 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_free_trade
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_free_trade
	icon = GFX_goal_generic_foreign_diplomacy
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = IRE_agricultural_pasturing IRE_establish_the_coorperate_state
	}
	relative_position_id = IRE_agricultural_pasturing
	mutually_exclusive = {
		focus = IRE_protectionism
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = free_trade
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_mandatory_pre_military_training
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_mandatory_pre_military_training
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_national_syndicalist_state
	} {
		focus = SPA_the_national_and_popular_army_of_spain
	}
	icon = GFX_focus_generic_military_academy
	x = 0
	y = 2
	relative_position_id = SPA_the_national_syndicalist_state
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SPA_mandatory_pre_military_training_1
	}
}
### Entity: Character
Component: ISR_militia_veteran
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_militia_veteran = {
	random = no
	army_org_regain = 0.05
	neutrality_drift = 0.02
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AProtectedPages.html

Doc:
This page lists existing pages that are currently protected. For a list of titles that are protected from creation, see Protected titles.

Protected pages
Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;
Permission:&#160;Edit

Move

Upload
&#160;
Restriction level: any level
semi protected
fully protected&#160;

&#160;Indefinite protections only
&#160;
&#160;Cascading protections only
&#160;
&#160;Hide redirects
&#160;

&#160;Min size&#160;&#160;Max size:&#160;&#160;(bytes)&#160;
&#160;

Timestamp
Page
Expires
Protecting user
Protection parameters
Reason

Unknown |
Hearts of Iron 4 Wiki‎ (2,131 bytes) |
infinite |
Unknown user |
fully protected, cascading |
— |

Retrieved from "http://www.hoi4wiki.com/Special:ProtectedPages"
### Entity: Character
Component: TUR_mehmet_emin_yurdakul
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_mehmet_emin_yurdakul = {
	name = TUR_mehmet_emin_yurdakul
	portraits = {
		army = {
			small = GFX_idea_tur_mehmet_emin_yurdakul
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_mehmet_emin_yurdakul
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				has_completed_focus = TUR_revive_turkish_revolutionism TUR_reinvigorate_turkish_nationalism
			}
		}
		traits = {
			vatan_ideologue
		}
	}
}
### Entity: Idea
Component: tthree_percent
Constructs: stability_factor, has_government, industrial_capacity_factory, has_idea, cancel_if_invalid
Source: game
File: common/ideas/tmodern_military_budget.txt

Code:
tthree_percent = {
	available = {
		NOT = {
			has_idea = disarmed_nation
		}
	}
	modifier = {
		consumer_goods_factor = 0.03
		industrial_capacity_dockyard = 0.03
		industrial_capacity_factory = 0.03
		army_org_factor = 0.03
		army_morale_factor = 0.03
		offence = 0.03
		defence = 0.03
		stability_factor = -0.03
	}
	ai_will_do = {
		factor = 40
		modifier = {
			threat = > 0.8
			has_government = democratic
			factor = 80
		}
	}
	cancel_if_invalid = yes
}
### Entity: Military Industrial Organization
Component: CHI_camco_medium_organization
Constructs: has_completed_focus, is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_camco_medium_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_CHI_camco
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN
		} {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			AND = {
				has_dlc = No Compromise, No Surrender
				NOT = {
					OR = {
						tag = CHI PRC
					}
				}
			}
		}
	}
	available = {
		owner = {
			hidden_trigger = {
				OR = {
					has_completed_focus = CHI_camco CHI_sea_camco
				}
			}
			custom_trigger_tooltip = {
				tooltip = CHI_camco_tt
				OR = {
					has_completed_focus = CHI_camco CHI_sea_camco
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_teruhisa_komatsu
Constructs: research_bonus, has_doctrine
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_teruhisa_komatsu = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = JAP
	}
	cost = 250
	research_bonus = {
		cat_trade_interdiction = 0.2
	}
	traits = {
		submarine_specialist
	}
	ai_will_do = {
		factor = 0
		modifier = {
			has_doctrine = new_convoy_raiding
			add = 1
		}
	}
}
### Entity: Idea
Component: BOS_ncs
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = BOS
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finnish_neutrality
Constructs: has_completed_focus, limit, has_government, add_war_support, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finnish_neutrality
	icon = GFX_focus_FIN_finnish_neutrality
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FIN_suomalainen_sosialismi
			} {
				has_completed_focus = FIN_right_wing_policies
			}
		}
	}
	x = 16
	y = 0
	relative_position_id = FIN_suomalainen_sosialismi
	offset = {
		x = -16
		y = 0
		trigger = {
			OR = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
				AND = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
					has_completed_focus = FIN_finnish_neutrality
				}
			}
		}
	}
	mutually_exclusive = {
		focus = FIN_right_wing_policies FIN_suomalainen_sosialismi
	}
	cost = 5
	available = {
		has_government = neutrality
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = -0.05
		add_stability = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_risto_ryti
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				FIN_karl_august_fagerholm = {
					if = {
						limit = {
							has_trait = FIN_democratic_reformer_fagerholm
						}
						add_trait = {
							trait = democratic_reformer
							slot = political_advisor
						}
						remove_trait = {
							trait = FIN_democratic_reformer_fagerholm
							slot = political_advisor
						}
					}
				}
				FIN_vaino_tanner = {
					if = {
						limit = {
							has_trait = FIN_humble_appeaser_tanner
						}
						add_trait = {
							trait = appeaser
							slot = political_advisor
						}
						remove_trait = {
							trait = FIN_humble_appeaser_tanner
							slot = political_advisor
						}
					}
				}
				FIN_miina_sillanpaa = {
					if = {
						limit = {
							has_trait = FIN_champion_of_equality_sillanpaa
						}
						add_trait = {
							trait = champion_of_equality
							slot = political_advisor
						}
						remove_trait = {
							trait = FIN_champion_of_equality_sillanpaa
							slot = political_advisor
						}
					}
				}
				FIN_yrjo_leino = {
					if = {
						limit = {
							has_trait = FIN_communist_revolutionary_leino
						}
	
# ... (truncated)
### Entity: Idea
Component: LIT_peasant_militia
Constructs: has_government, removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_peasant_militia = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		conscription = 0.025
	}
}
### Entity: Character
Component: army_german_ground_commander
Source: game
File: common/country_leader/00_traits.txt

Code:
army_german_ground_commander = {
	sprite = 5
	amphibious_invasion = 0.1
	paradrop_organization_factor = 0.1
	army_infantry_attack_factor = 0.05
	max_command_power = 60
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_tributes_for_guarantees
Constructs: prerequisite, has_war, limit, add_ideas, every_country, owns_state, has_war_with, add_war_support
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_tributes_for_guarantees
	icon = GFX_focus_SOV_baltic_security
	prerequisite = {
		focus = GER_see_to_the_eastern_front_ww
	}
	mutually_exclusive = {
		focus = GER_safeguard_the_baltic_ww
	}
	x = 1
	y = 1
	relative_position_id = GER_see_to_the_eastern_front_ww
	cost = 10
	available = {
		is_subject = no
		OR = {
			EST = {
				has_war = no
				has_civil_war = no
				is_subject = no
				NOT = {
					is_in_faction_with = SOV
				}
			}
			LAT = {
				has_war = no
				has_civil_war = no
				is_subject = no
				NOT = {
					is_in_faction_with = SOV
				}
			}
			LIT = {
				has_war = no
				is_subject = no
				NOT = {
					is_in_faction_with = SOV
				}
			}
		}
	}
	bypass = {
		EST = {
			OR = {
				exists = no
				is_guaranteed_by = ROOT
				is_in_faction_with = ROOT SOV
				is_subject = yes
				has_war = yes
				has_civil_war = yes
			}
		}
		LAT = {
			OR = {
				exists = no
				is_guaranteed_by = ROOT
				is_in_faction_with = ROOT SOV
				is_subject = yes
				has_war = yes
				has_civil_war = yes
			}
		} {
			OR = {
				exists = no
				is_guaranteed_by = ROOT
				is_in_faction_with = ROOT SOV
				is_subject = yes
				has_war = yes
				has_civil_war = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.03
		every_country = {
			limit = {
				OR = {
					original_tag = LIT LAT EST
				}
				NOT = {
					OR = {
						has_war_with = ROOT
						is_in_faction_with = SOV
					}
				}
				is_subject = no
				exists = yes
			}
			country_event = {
				id = wuw_GER_diplomacy.64
				hours = 6
				random_hours = 12
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			effect_tooltip = {
				custom_effect_tooltip = tributes_from_lithuania_tt generic_skip_one_line_tt tributes_from_latvia_or_estonia_tt generic_skip_one_line_tt we_will_gain_tt generic_skip_one_line_tt GER_will_also_recieve_trade_and_civs_tt
				IF = {
					limit = {
						LIT = {
							owns_state = 188
						}
					}
					188 = {
						transfer_state_to = ROOT
						add_core_of = ROOT
					}
				} {
					limit = {
						ROOT = {
							NOT = {
								has_idea = anti_soviet_pact
							}
						}
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					ROOT = {
						add_ideas = anti_soviet_pact
					}
				}
				ELSE = {
					LIT = {
						add_id
# ... (truncated)
### Entity: Country History
Country: GAB
Component: GAB_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GAB - Gabon.txt

Code:
# Misc for GAB
capital = 539
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_defending_the_coast
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_defending_the_coast
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = AUS_reestablish_austrian_navy
	}
	mutually_exclusive = {
		focus = AUS_rebuild_the_armada
	}
	x = 2
	y = 2
	relative_position_id = AUS_reestablish_austrian_navy
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AUS_defending_the_coast_bonus
			bonus = 0.5
			uses = 2
			category = mio_cat_tech_all_screen_ship_and_modules
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_north_africa_PREPARE
Constructs: has_completed_focus, has_war_with, is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_north_africa_PREPARE = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_war_with = ITA
		}
		GER = {
			OR = {
				has_war_with = ENG
				has_global_flag = EAI_GER_blitz_poland_365d
				AND = {
					focus_progress = {
						focus = GER_danzig_or_war
						progress = > 0
					}
					NOT = {
						has_completed_focus = GER_danzig_or_war
					}
				}
			}
		}
		ITA = {
			NOT = {
				GER = {
					EAI_THIS_is_threat_to_PREV = yes
				}
			}
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = ITA
		value = 100
	} {
		type = front_unit_request
		value = 200
		state_trigger = {
			OR = {
				region = 126
				state = 452 447 446 453 454
			} {
				CONTROLLER = {
					original_tag = ITA
				}
				any_neighbor_state = {
					CONTROLLER = {
						original_tag = ITA
					}
				}
			}
		}
	}
}
### Entity: Character
Component: DAH_ai2
Source: game
File: common/characters/DAH.txt

Code:
DAH_ai2 = {
	advisor = {
		slot = high_command
		idea_token = DAH_ai2
		ledger = army
		allowed = {
			original_tag = DAH
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.13
	title = BBA_ethiopia_communist_events.12.t
	desc = BBA_ethiopia_communist_events.12.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.12.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: GAM_ai2
Source: game
File: common/ideas/gambia.txt

Code:
GAM_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = GAM
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}