Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sco_focus
Component: SCO_deterrence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_deterrence
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = SCO_democratic_constitutionalism SCO_grant_power_to_the_crown
	}
	relative_position_id = SCO_democratic_constitutionalism
	mutually_exclusive = {
		focus = SCO_the_volunteer_corps
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: axis_minors_bulgaria.66
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.66
	title = axis_minors_bulgaria.66.t
	desc = axis_minors_bulgaria.66.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.66.a
	}
}
### Entity: Effect Reference
Construct: clear_rule
Constructs: clear_rule, set_rule
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clear_rule

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Cleares rule added by set_rule. In the example it will clear can_not_declare_war = yes set by set_rule : 
clear_rule = { 
 can_not_declare_war = yes 
}
```
### Entity: Modifier Reference
Component: ARG_growing_nationalism_modifier
Constructs: stability_factor, war_support_factor, fascism_drift, conscription_factor, democratic_drift
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_growing_nationalism_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ARG_growing_nationalism_modifier
	fascism_drift = ARG_growing_nationalism_fascism_drift
	conscription_factor = ARG_growing_nationalism_recruitable_population_factor
	stability_factor = ARG_growing_nationalism_stability_factor
	war_support_factor = ARG_growing_nationalism_war_support_factor
	democratic_drift = ARG_growing_nationalism_democratic_drift
	political_power_factor = ARG_growing_nationalism_political_power_factor
}
### Entity: Event
Component: INS_industrial_events.8
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.8
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.8.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -8
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/NSB_poland_scripted_loc.txt

Code:
defined_text = {
	name = GetRightDesc
	text = {
		localization_key = POL_san_right_desc
	}
}
### Entity: Modding Documentation
Construct: days_until_next_election
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### days_until_next_election
* description: days until the next election. -1 if never
### Entity: Idea
Component: CZE_railway_station_construction_effort
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_railway_station_construction_effort = {
	picture = generic_railroads
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_supply_node_factor = 1.5
	}
}
### Entity: Character
Component: AUS_ruthless_university_rector
Constructs: research_speed_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_ruthless_university_rector = {
	random = no
	sprite = 14
	research_speed_factor = 0.05
	fascism_drift = 0.02
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_aguinaldos_coup
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_aguinaldos_coup
	icon = GFX_focus_generic_conspiracy
	prerequisite = {
		focus = PHI_makapili
	} {
		focus = PHI_form_the_executive_commision
	}
	relative_position_id = PHI_assassination_of_quezon
	x = 0
	y = 2
	cost = 10
	available = {
		NOT = {
			has_country_leader = {
				character = PHI_manuel_luis_quezon
				ruling_only = yes
			}
		}
		if = {
			limit = {
				has_country_flag = PHI_eisenhower_steps_in_flag
			}
			NOT = {
				has_country_flag = PHI_eisenhower_steps_in_flag
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_resolve_interregnum_tt generic_skip_one_line_tt
		country_event = {
			id = SEA_PHI_political_events.42
		}
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: COR_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/corsica.txt

Code:
COR_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = COR
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: idea_INS_netherlands_most_precious_jewel
Constructs: has_country_flag, has_dlc, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_netherlands_most_precious_jewel = {
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	cancel = {
		has_country_flag = {
			flag = INS_freed_from_dutch
		}
	}
	allowed_civil_war = {
		always = no
	}
	picture = INS_netherlands_most_precious_jewel
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = INS_netherlands_most_precious_jewel_tt
	}
}
### Entity: Name List
Component: KIR
Source: game
File: common/names/r56_names.txt

Code:
KIR = {
	male = {
		names = {
			Waitea Bauro Rimeta Banuera Matiota Tetaake Taneti Abete Lataisi Nabetari Rabangaki Rota Tetaua Nooa Tekiree Tekeeua Teatao Roniti Tewareka Ata Mote Meamea Beniamina Koru Teburoro Ang Karau Mawara Nang Nao Taai Tabuang Tanrake Tataro Teben Tenao
		}
	}
	female = {
		names = {
			Taoriba Kaingaue Kaitinano Tangariki Tekarei Karau Karawa Mawara Taai Taari Tenama Tenii Wirara
		}
	}
	surnames = {
		Abiuta Tokatake Beniamina Berina Biniati Ikataere Kairo Maamau Mea Merang Mwea Mwemweata Nawai Onorio Paeniu Reete Taitai Takooa Tamuera Tarati Teannaki Teiwaki Tentoa Teaotai Terukaio Tinga Tito
	}
	callsigns = {

	}
}
### Entity: Idea
Component: SPA_recovering_from_civil_war_3
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_recovering_from_civil_war_3 = {
	name = SPA_recovering_from_civil_war
	picture = FRA_matignon_agreements
	allowed = {
		original_tag = SPR
		OR = {
			has_government = fascism neutrality
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.07
		industrial_capacity_dockyard = -0.07
		production_speed_buildings_factor = -0.04
		consumer_goods_factor = 0.1
	}
	rule = {
		can_decline_call_to_war = yes
	}
}
### Entity: AI Strategy
Component: EAI_GER_france_MISC_phoney_war
Constructs: is_historical_focus_on, has_global_flag, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_france_MISC_phoney_war = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		FRA = {
			NOT = {
				EAI_PREV_defeated_THIS = yes
			}
		}
		has_global_flag = EAI_GER_blitz_poland_365d
		NOT = {
			has_global_flag = EAI_GER_blitz_france_365d
			FRA = {
				surrender_progress = > 0.1
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 19
		value = -50000
	} {
		type = strategic_air_importance
		id = 208
		value = -50000
	} {
		type = strategic_air_importance
		id = 5
		value = -50000
	} {
		type = strategic_air_importance
		id = 20
		value = -50000
	} {
		type = strategic_air_importance
		id = 18
		value = -50000
	} {
		type = force_concentration_front_factor
		ratio = 0.8
		value = -100
		state = 28
	} {
		type = force_concentration_target_weight
		value = -100
		state = 28 17 18 27
	} {
		type = front_control
		ordertype = front
		ratio = 0.8
		priority = 400
		execution_type = careful
		execute_order = no
		manual_attack = no
		state = 28
	}
}
### Entity: Military Industrial Organization
Component: AUS_osterreichische_saurerwerke_organization_no_lar
Constructs: has_completed_focus, has_dlc, equipment_bonus, remove_trait
Source: game
File: common/military_industrial_organization/organizations/AUS_organization.txt

Code:
AUS_osterreichische_saurerwerke_organization_no_lar = {
	name = AUS_osterreichische_saurerwerke_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_AUS_saurer
	allowed = {
		original_tag = AUS
		has_dlc = Arms Against Tyranny Gotterdammerung
		NOT = {
			has_dlc = La Resistance
		}
	}
	available = {
		owner = {
			has_completed_focus = AUS_saurerwerke
		}
	}
	equipment_type = {
		motorized_equipment mechanized_equipment
	}
	initial_trait = {
		name = AUS_saurerwerke_initial_mio_trait_attack_focused_organization
		equipment_bonus = {
			soft_attack = 0.03
			breakthrough = 0.03
		}
	}
	tree_header_text = {
		text = mio_header_motorized
		x = 1
	} {
		text = mio_header_mechanized
		x = 7
	}
	override_trait = {
		token = generic_mio_trait_composite_cargo_bed
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_steel_cargo_bed
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_all_wheel_drive
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_attached_wood_gas_generator
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_high_powered_engine
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_armored_pulpit_mount
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
	} {
		token = generic_mio_trait_heavy_machinegun_mount
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_armored_pulpit_mount
		mutually_exclusive = {
			generic_mio_trait_mounted_light_anti_tank_gun
		}
	} {
		token = generic_mio_trait_mounted_light_anti_tank_gun
		position = {
			x = 3
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_heavy_machinegun_mount
		}
	}
	remove_trait = {
		generic_mio_trait_advanced_artillery_racks
	}
}
### Entity: Character
Component: KAL_im_badmayev
Source: game
File: common/characters/KAL.txt

Code:
KAL_im_badmayev = {
	name = KAL_im_badmayev
	portraits = {
		civilian = {
			large = GFX_portrait_IM_Badmayev
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1940.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_officer_schools
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_officer_schools
	icon = GFX_focus_ETH_promote_the_war_heroes
	prerequisite = {
		focus = ETH_regimental_system
	}
	relative_position_id = ETH_regimental_system
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		unlock_decision_category_tooltip = ETH_military_reforms_category
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/battleship.txt

Code:
sub_units = {
	battleship = {
		sprite = battleship
		map_icon_category = ship
		priority = 9
		active = yes
		type = {
			capital_ship
		}
		need_equipment = {
			ship_hull_heavy = 1
		}
		need_equipment_modules = {
			any = {
				ship_armor_bb_1 = 1
				ship_armor_bb_2 = 1
				ship_armor_bb_3 = 1
				ship_armor_shbb = 1
			}
		}
		max_organisation = 50
		supply_consumption = 0.56
		critical_parts = {
			rudder_jammed destroyed_ammo_storage broken_propeller on_fire
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: Event
Component: lar_spain.77
Constructs: has_completed_focus, create_country_leader, limit, has_country_flag, fire_only_once, is_ai, has_global_flag, set_global_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.77
	title = lar_spain.77.t
	desc = {
		text = lar_spain.77.desc1
		trigger = {
			has_completed_focus = SPA_restore_the_monarchy
			NOT = {
				has_country_flag = SPB_xavier_king
			}
		}
	} {
		text = lar_spain.77.desc2
		trigger = {
			NOT = {
				AND = {
					has_completed_focus = SPA_restore_the_monarchy
					NOT = {
						has_country_flag = SPB_xavier_king
					}
				}
			}
		}
	}
	picture = GFX_report_event_europe_funeral
	trigger = {
		original_tag = SPR
		if = {
			limit = {
				any_country = {
					OR = {
						AND = {
							tag = SPA
							has_completed_focus = SPA_unify_the_nationalist_front
						}
						tag = SPB
					}
					is_ai = no
				}
			}
			is_ai = no
		}
		has_completed_focus = SPA_a_great_spain
		NOT = {
			has_completed_focus = SPA_the_phalanx_ascendant
		} {
			has_global_flag = SPB_alfonso_xiii_dead
		}
		date = > 1940.2.28
	}
	mean_time_to_happen = {
		days = 365
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_global_flag = SPB_alfonso_xiii_dead
			if = {
				limit = {
					has_country_leader = {
						name = Alfonso XIII
						ruling_only = yes
					}
				}
				kill_country_leader = yes
				create_country_leader = {
					name = Jaime IV
					desc = POLITICS_JAIME_IV_DESC
					picture = GFX_portrait_fra_infante_jaime
					expire = 1965.1.1
					ideology = despotism
					traits = {

					}
				}
			}
		}
	}
	option = {
		name = lar_spain.77.a
		if = {
			limit = {
				has_country_leader = {
					name = Alfonso XIII
					ruling_only = yes
				}
			}
			effect_tooltip = {
				kill_country_leader = yes
				create_country_leader = {
					name = Jaime IV
					desc = POLITICS_JAIME_IV_DESC
					picture = GFX_portrait_fra_infante_jaime
					expire = 1965.1.1
					ideology = despotism
					traits = {

					}
				}
			}
		}
	}
}
### Entity: Idea
Component: ABC_motorized_effort_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/abc_generic.txt

Code:
ABC_motorized_effort_idea = {
	picture = FRA_motorized_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_invite_investors_to_kouang_tcheou_wan
Constructs: completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_invite_investors_to_kouang_tcheou_wan
	icon = GFX_goal_generic_intelligence_exchange
	cost = 10
	x = 24
	y = 0
	available = {
		controls_state = 728
	}
	completion_reward = {
		navy_experience = 25
		728 = {
			add_building_construction = {
				type = naval_base
				province = 11981
				level = 2
				instant_build = yes
			} {
				type = dockyard
				level = 3
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: SOV_georgy_zakharov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_georgy_zakharov = {
	name = SOV_georgy_zakharov
	portraits = {
		army = {
			large = GFX_portrait_SOV_georgy_zakharov
			small = GFX_portrait_SOV_georgy_zakharov_small
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: uncontrolled_exports
Constructs: has_completed_focus, has_war, limit, owns_state, removal_cost, is_coastal, remove_dynamic_modifier, is_demilitarized_zone
Source: game
File: common/ideas/_economic.txt

Code:
uncontrolled_exports = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = isolation
	rule = {
		can_access_market = no
	}
	modifier = {
		min_export = 0.25
		consumer_goods_expected_value = 0.05
		civilian_intel_to_others = 40.0
		navy_intel_to_others = 40.0
		agency_upgrade_time = 0.15
		cic_construction_boost = 0.15
	}
	allowed_to_remove = {
		OR = {
			has_war = yes
			has_completed_focus = POL_integrate_gdansk_industries POL_expand_gdynia_seaport
			NOT = {
				owns_state = 85 807
			}
			any_owned_state = {
				NOT = {
					state = 85 807
				}
				is_coastal = yes
			}
		}
	}
	on_remove = {
		effect_tooltip = {
			remove_dynamic_modifier = {
				modifier = international_city
			}
		}
		hidden_effect = {
			if = {
				limit = {
					tag = POL
					85 = {
						is_demilitarized_zone = no
					}
					has_civil_war = no
				}
				85 = {
					if = {
						limit = {
							has_dynamic_modifier = {
								modifier = international_city
							}
						}
						remove_dynamic_modifier = {
							modifier = international_city
						}
					}
				}
			}
		}
	}
	cancel_if_invalid = no
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_pure_armour
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_pure_armour
	icon = GFX_goal_generic_army_doctrines
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_mobile_armour ICE_heavy_armour
	}
	x = 25
	y = 5
	completion_reward = {
		add_ideas = ICE_armour_focused
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_guarantee_the_hanoi_route
Constructs: shared_focus, has_completed_focus, prerequisite, has_war, has_war_with, completion_reward, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_guarantee_the_hanoi_route
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CHI_reach_out_to_france
	}
	x = 0
	y = 1
	relative_position_id = CHI_reach_out_to_france
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			FRA = {
				has_war = yes
			}
			factor = 0
		}
	}
	available = {
		all_other_country = {
			NOT = {
				has_completed_focus = CHI_guarantee_the_hanoi_route
			}
		}
		FRA_will_support = yes
		325 = {
			CONTROLLER = {
				OR = {
					tag = ROOT
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		671 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = FRA
					is_subject_of = FRA
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		671 = {
			set_state_flag = CHI_needed_for_hanoi_route
		}
		325 = {
			set_state_flag = CHI_needed_for_hanoi_route
		}
		set_variable = {
			CHI_hanoi_route_current_level = 3
		}
		add_offsite_building = {
			type = arms_factory
			level = 3
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_reconciliation_with_spain
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_reconciliation_with_spain
	prerequisite = {
		focus = PHI_spanish_refugees
	}
	relative_position_id = PHI_spanish_refugees
	icon = {
		GFX_focus_generic_befriend_nationalist_spain_focus = {
			OR = {
				country_exists = SPA SPC
			}
		}
		GFX_focus_generic_befriend_communist_spain_focus = {
			country_exists = SPD
			SPD = {
				has_government = communism
			}
		}
		GFX_focus_generic_befriend_republican_spain_focus = yes
	}
	dynamic = yes
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		base = 4
	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = SPR
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				country_exists = SPA
			}
			if = {
				limit = {
					has_country_flag = PHI_support_scw_faction_won
				}
				add_ideas = PHI_ties_with_nationalist_spain_2
			}
			else = {
				add_ideas = PHI_ties_with_nationalist_spain
			}
		} {
			limit = {
				has_completed_focus = PHI_hispanic_overtures
			}
			custom_effect_tooltip = generic_skip_one_line_tt PHI_unlock_mutual_assistance_with_spain_tt
		}
		else_if = {
			limit = {
				country_exists = SPD
			}
			if = {
				limit = {
					has_country_flag = PHI_support_scw_faction_won
				}
				add_ideas = PHI_ties_with_republican_spain_2
			}
			else = {
				add_ideas = PHI_ties_with_republican_spain
			}
		} {
			limit = {
				country_exists = SPB
			}
			add_ideas = PHI_ties_with_carlist_spain
		} {
			limit = {
				country_exists = SPC
			}
			add_ideas = PHI_ties_with_anarchist_spain
		}
		else = {
			add_ideas = PHI_ties_with_republican_spain
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: FIN_sisu_4
Constructs: has_power_balance, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_sisu_4 = {
	name = sisu
	picture = sisu
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_power_balance = {
			id = FIN_power_balance
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.25
		attrition = -0.1
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.2
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_recreate_the_kuk_kriegsmarine
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_recreate_the_kuk_kriegsmarine
	icon = GFX_goal_recreate_the_kuk_kriegsmarine
	prerequisite = {
		focus = AUS_repair_pola_naval_base
	}
	relative_position_id = AUS_repair_pola_naval_base
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		navy_experience = 50
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 2
			category = dd_tech cl_tech
		} {
			name = capital_ships_bonus
			bonus = 1
			uses = 2
			category = bb_tech bc_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: VOL
Component: VOL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/VOL - Upper Volta.txt

Code:
# Politics & Parties for VOL
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Character
Component: vfb_trait_afranio
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_afranio = {
	random = no
	sprite = 13
	non_core_manpower = 0.01
	opinion_gain_monthly_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.25
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_japanese_puppet_1
Constructs: prerequisite, completion_reward, is_subject_of, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_japanese_puppet_1
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	ai_will_do = {
		factor = 2
	}
	x = 19
	y = 1
	prerequisite = {
		focus = MAL_japanese_puppet
	}
	available = {
		is_subject_of = JAP
	}
	cost = 20
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_japanese_puppet_idea
			add_idea = MAL_japanese_puppet_idea_2
		}
		JAP = {
			country_event = {
				id = malaysia.18
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}