Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mongol_greater_mongolia.26
Constructs: is_triggered_only, limit, has_country_flag, set_rule, has_dlc, create_faction_from_template, add_faction_initiative, create_faction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.26
	title = mongol_greater_mongolia.26.t
	desc = mongol_greater_mongolia.26.d
	picture = GFX_report_event_indonesia_handover
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.26.a
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_PRC_the_peoples_front
				name = ulaanbaatar_yan_an_pact
			}
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = ulaanbaatar_yan_an_pact
		}
		add_to_faction = PRC
		custom_effect_tooltip = MON_ul_conference_attendants_angry_tt
		every_other_country = {
			limit = {
				has_country_flag = MON_attending_ulaanbaatar_conference
			}
			add_ai_strategy = {
				type = antagonize
				id = ROOT
				value = 150
			} {
				type = antagonize
				id = PRC
				value = 150
			}
		}
		set_global_flag = MON_abandoned_ulaabaatar_conference_flag
		complete_national_focus = MON_a_pragmatic_diplomacy
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_coalition_war_cabinet
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, cancel_if_invalid, add_popularity, has_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_coalition_war_cabinet
	icon = GFX_focus_generic_treaty
	x = 5
	y = 2
	cost = 10
	prerequisite = {
		focus = SWE_continue_the_second_industrial_revolution
	}
	relative_position_id = SWE_continue_the_second_industrial_revolution
	mutually_exclusive = {
		focus = SWE_align_more_closely_with_the_landsorganisationen
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		democratic = > 0.66
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = SWE_gustaf_v_idea
			}
			remove_ideas = SWE_gustaf_v_idea
		}
		custom_effect_tooltip = SWE_coalition_war_cabinet_tt
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_lions_roar
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_the_lions_roar
	icon = GFX_focus_BEL_order_of_the_golden_lion
	prerequisite = {
		focus = CZE_for_the_homeland
	} {
		focus = CZE_the_air_is_our_sea
	}
	relative_position_id = CZE_for_the_homeland
	x = -6
	y = 1
	cost = 20
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	available_if_capitulated = no
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_org_factor = 0.03
			tooltip = army_org_factor_tt
		} {
			CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor = 0.01
			tooltip = special_forces_cap_tt
		} {
			CZE_ceskoslovenska_armada_dynamic_modifier_command_power_gain_mult = 0.1
			tooltip = command_power_gain_mult_tt
		} {
			CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor = -0.1
			tooltip = special_forces_out_of_supply_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_superiority_efficiency = 0.05
			tooltip = air_superiority_efficiency_tt
		} {
			CZE_ceskoslovenske_letectvo_air_strategic_bomber_bombing_factor = 0.05
			tooltip = air_strategic_bomber_bombing_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_cas_efficiency = 0.05
			tooltip = air_cas_efficiency_tt
		}
		if = {
			limit = {
				NOT = {
					has_idea = CZE_national_defense_act_idea
				}
			}
			add_ideas = CZE_the_lions_roar_idea
		}
		else = {
			swap_ideas = {
				remove_idea = CZE_national_defense_act_idea
				add_idea = CZE_the_lions_roar_idea
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_against_imperialism
Constructs: prerequisite, has_war, has_government, completion_reward, has_army_manpower, has_guaranteed, is_ally_with, create_wargoal
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_against_imperialism
	icon = GFX_focus_spa_the_war_of_vengeance
	prerequisite = {
		focus = HON_support_the_south_american_communists HON_liberate_brazil
	}
	relative_position_id = HON_liberate_brazil
	mutually_exclusive = {
		focus = HON_destroy_fascism_communist
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = USA
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 850000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = USA
					is_ally_with = USA
				}
			}
		}
	}
	available = {
		USA = {
			NOT = {
				has_government = communism
			}
			r56_script_target_is_sane = yes
		}
		has_army_manpower = {
			size = > 850000
		}
		r56_script_i_am_sane = yes
	}
	will_lead_to_war_with = USA
	bypass = {
		USA = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = USA
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_strengthen_the_divine_wind
Constructs: prerequisite, limit, completion_reward, set_technology, is_special_project_completed, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_strengthen_the_divine_wind
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = JAP_spiritual_mobilization
	} {
		focus = JAP_warrior_spirit
	}
	x = 1
	y = 1
	relative_position_id = JAP_spiritual_mobilization
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		is_special_project_completed = sp:sp_rocket_interceptor
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			custom_effect_tooltip = JAP_strengthen_the_divine_wind_effect
			hidden_effect = {
				set_technology = {
					suicide_craft = 1
				}
			}
		}
		else = {
			custom_effect_tooltip = JAP_strengthen_the_divine_wind_effect_bba
			hidden_effect = {
				set_technology = {
					suicide_charge = 1
					popup = no
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.43
Constructs: ai_chance, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.43
	title = SEA_PHI_political_events.43.t
	desc = SEA_PHI_political_events.43.desc
	picture = GFX_report_event_PHI_eisenhower_and_macarthur
	trigger = {
		has_country_flag = PHI_eisenhower_steps_in_flag
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 35
	}
	option = {
		name = SEA_PHI_political_events.43.a
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			set_country_flag = PHI_call_in_macarthur_flag
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_turkish_red_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_turkish_red_army
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = TUR_forging_a_brighter_tomorrow
	}
	x = 1
	y = 1
	relative_position_id = TUR_forging_a_brighter_tomorrow
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = TUR_turkish_red_army
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: AST_diplomatic_events.55
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.55
	title = AST_diplomatic_events.55.t
	desc = AST_diplomatic_events.55.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.55.a
		custom_effect_tooltip = AST_vichy_africa_claim_flag
		set_country_flag = AST_vichy_africa_claim_flag
	}
}
### Entity: Modding Documentation
Construct: Examples
Constructs: Examples, xp_cost
Source: vanilla_docs
File: common/doctrines/grand_doctrines/_documentation.md

Doc:
## Script Examples

```
mobile_warfare = {
    folder = land   # Refers to the script name of a folder
    name = GRAND_DOCTRINE_MOBILE_WARFARE   # Loc key
    description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC   # Bindable loc
    icon = GFX_mobile_warfare_medium  # Refers to the script name of an icon
    available = yes # Trigger that determines whether the doctrine can be selected
    visible = yes # Trigger that determines whether the doctrine is shown in the list at all

    xp_cost = 100
    xp_type = army   # army, navy or air

    ai_will_do = { }

    tracks = {   # Refer to script names of tracks
        infantry
        artillery_support
        armor
        operations
    }
    
    max_track_rows = 2 # Optional: unlimited by default
    max_track_columns = 2 # Optional: unlimited by default

    # ACTIVATION EFFECTS - SEE BELOW

    milestones = {   # NOTE: milestones are in the same order as the tracks
        {
            # ACTIVATION EFFECTS - SEE BELOW
        }
        {
            # ACTIVATION EFFECTS - SEE BELOW
        }
        {
            # ACTIVATION EFFECTS - SEE BELOW
        }
        {
            # ACTIVATION EFFECTS - SEE BELOW
        }
    }
}
```
### Entity: Event
Component: bftb_turkey.129
Constructs: is_triggered_only, limit, every_country, is_major, random_owned_state, random_list, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.129
	title = bftb_turkey.129.t
	desc = bftb_turkey.129.desc
	picture = GFX_report_event_tur_industry
	is_triggered_only = yes
	option = {
		name = bftb_turkey.129.a
		random_owned_state = {
			random_list = {
				50 = {
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					add_extra_state_shared_building_slots = 1
				}
				35 = {
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					add_extra_state_shared_building_slots = 2
				}
				15 = {
					add_building_construction = {
						type = industrial_complex
						level = 3
						instant_build = yes
					}
					add_extra_state_shared_building_slots = 3
				}
			}
		}
		FROM = {
			add_ai_strategy = {
				type = befriend
				target = ROOT
				value = 15
			}
		}
		every_country = {
			limit = {
				is_major = yes
				OR = {
					capital_scope = {
						is_on_continent = europe
					}
					tag = USA
				}
				has_opinion = {
					target = FROM
					value = -25
				}
			}
			add_ai_strategy = {
				type = antagonize
				target = ROOT
				value = 10
			}
		}
	}
}
### Entity: Modding Documentation
Construct: show_enemy_ships
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## show_enemy_ships

Toggle always showing of enemy ships
### Entity: AI Strategy
Component: COS_create_an_army
Constructs: has_completed_focus, has_government, force_build_armies
Source: game
File: common/ai_strategy/r56_COS.txt

Code:
COS_create_an_army = {
	allowed = {
		original_tag = COS
	}
	enable = {
		ROOT = {
			num_divisions = < 3
			exists = yes
		}
		OR = {
			NIC = {
				has_government = fascism
			}
			HON = {
				OR = {
					has_government = fascism
					has_completed_focus = HON_suggest_monarchy
				}
			}
			GUA = {
				has_government = fascism
			}
			PAN = {
				has_government = fascism
			}
			MEX = {
				has_government = fascism
			}
		}
	}
	abort = {
		NOT = {
			country_exists = COS
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 500
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_unemployment_assistance
Constructs: prerequisite, add_war_support, completion_reward, has_idea, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_unemployment_assistance
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = CHI_sea_land_tax_reform
	}
	x = 1
	y = 3
	relative_position_id = CHI_sea_welfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Event
Component: news.3132
Constructs: is_triggered_only
Source: game
File: events/r56_ireland.txt

Code:
news_event = {
	id = news.3132
	title = news.3132.t
	desc = news.3132.d
	picture = GFX_news_event_kiev_ruins
	is_triggered_only = yes
	option = {
		name = news.3132.a
		trigger = {
			TAG = IRE
		}
	} {
		name = news.3132.b
		trigger = {
			NOT = {
				TAG = IRE
			}
		}
	}
}
### Entity: Unit Template
Component: CHI_DD_HISTORICAL
Source: game
File: common/units/names_ships/CHI_ship_names.txt

Code:
CHI_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		CHI PRC GXC XSM SIK MAN YUN SHX
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = %d Quzujian
	unique = {
		Tze Kiang Ta Tung Chien Wei Chien An Shen Yang Tan Yang Fen Yang An Shan Fu Shun Chang Chun Chien Kang Tung An Ching Po Lung Tuan Fu Po Fei Hung Yu Chang Chang Feng Lung Tuan
	}
}
### Entity: Country History
Country: INU
Component: INU_technology
Constructs: set_technology
Source: game
File: history/countries/INU - Inuit.txt

Code:
# Starting Technologies for INU
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reinforce_eastern_naval_bases
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, has_full_control_of_state, add_building_construction, set_state_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reinforce_eastern_naval_bases
	icon = GFX_SOV_reinforce_eastern_naval_bases_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_red_fleet
	}
	x = 3
	y = 1
	relative_position_id = SOV_expand_the_red_fleet
	cost = 5
	available = {
		OR = {
			408 = {
				is_owned_and_controlled_by = ROOT
			}
			409 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 408
			}
			408 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = air_base
					level = 2
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 957
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 957
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_full_control_of_state = 409
			}
			409 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 9604
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 9604
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_pro_german_diplomacy
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_historical_focus_on, is_in_faction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_pro_german_diplomacy
	icon = GFX_focus_chi_mission_to_germany
	cost = 5
	prerequisite = {
		focus = PER_encourage_german_trade
	}
	mutually_exclusive = {
		focus = PER_diplomatic_balance PER_diplomatic_independence
	}
	x = 0
	y = 2
	relative_position_id = PER_encourage_german_trade
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: air_naval_strike_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_naval_strike_2 = {
	sprite = 2
	naval_strike_attack_factor = 0.03
	naval_strike_targetting_factor = 0.03
	naval_strike_agility_factor = 0.03
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_tank_designer_astrov
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_tank_designer_astrov = {
	OR = {
		has_idea = SOV_astrov_design_bureau SOV_astrov_design_bureau_1 SOV_astrov_design_bureau_2 SOV_astrov_design_bureau_3 SOV_astrov_design_bureau_1_2 SOV_astrov_design_bureau_1_3 SOV_astrov_design_bureau_2_3 SOV_astrov_design_bureau_final
	}
}
### Entity: Idea
Component: CZE_vtlu_idea_4
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vtlu_idea_4 = {
	picture = man_five_year_plan_tank
	name = CZE_vtlu_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_land_facility_factor = 0.1
		army_armor_defence_factor = 0.1
		tank_manufacturer_cost_factor = -0.25
	}
	research_bonus = {
		armor = 0.1
	}
}
### Entity: Idea
Component: r56w_idea_minister_pinback
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_pinback = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_pinback
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: add_mines
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
add_mines
|
Maximises player owned naval mines in the selected regions
|

|

acclimization [<climate type>] [<number>]
|
Sets the selected division's acclimization to the specified climate type and its percentage (reduces penalties from cold/hot weather or temperature debuffs)
|
ex: acclimization cold_climate 75
ex: acclimization hot_climate 20
Note that it resets the opposite climate type to 0%

|
### Entity: Name List
Component: KAT
Source: game
File: common/names/00_names.txt

Code:
KAT = {
	male = {
		names = {
			Mobutu Joseph Patrice Antoine Laurent Albert Moise Etienne Nzimbi Ngbale Jérôme
		}
	}
	female = {
		names = {
			Ana Sarah Alexandrine Maria Nzinga Jetta Vandana Zody
		}
	}
	surnames = {
		Kasavubu Lumumba Gizenga Delvaux Mbariko Tshombo Kimba Mobutu Ileo Adoula Anany Bamba Mahamba Bangala Efomi Kasa-Vubu
	}
	callsigns = {

	}
}
### Entity: Event
Component: r56_eng.22
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.22
	title = r56_eng.22.t
	desc = r56_eng.22.d
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	option = {
		name = r56_eng.22.a
		FROM = {
			add_to_faction = ROOT
			add_ai_strategy = {
				type = alliance
				id = FRA
				value = 200
			}
			country_event = {
				id = r56_eng.23
			}
		}
		hidden_effect = {
			news_event = {
				id = news.175
			}
		}
	} {
		name = r56_eng.22.b
		ai_chance = {
			base = 0
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_go_with_britain_reject
			}
			country_event = {
				id = r56_eng.24
			}
		}
		hidden_effect = {
			news_event = {
				id = news.176
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWE_reduce_or_remove_ball_bearing_food_trade_modifier
Constructs: limit, add_to_variable, check_variable, remove_dynamic_modifier
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_reduce_or_remove_ball_bearing_food_trade_modifier = {
	SWE = {
		add_to_variable = {
			SWE_ball_bearing_food_exchange_stab_factor = -0.02
			tooltip = stability_factor_negative_tt
		} {
			SWE_ball_bearing_food_exchange_weekly_manpower = -4
			tooltip = weekly_manpower_tt
		}
		if = {
			limit = {
				check_variable = {
					SWE_ball_bearing_food_exchange_stab_factor = 0
				}
			}
			remove_dynamic_modifier = {
				modifier = SWE_ball_bearing_food_exchange
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_matyasfold_fighter_factory
Constructs: prerequisite, limit, completion_reward, is_core_of, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_matyasfold_fighter_factory
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = wuw_HUN_make_the_magyar_legiero_known
	}
	x = -5
	y = 2
	relative_position_id = wuw_HUN_make_the_magyar_legiero_known
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_mw_aircraft_organization
			mio:HUN_mw_aircraft_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = mw_aircraft
		}
	}
}