Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_japan_popup_events.19
Constructs: is_triggered_only, ai_chance, limit, add_war_support, declare_war_on, annex_everything, set_truce, add_state_claim
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.19
	title = SEA_japan_popup_events.19.t
	desc = SEA_japan_popup_events.19.desc
	picture = GFX_report_event_generic_shanghai_clash
	is_triggered_only = yes
	option = {
		name = SEA_japan_popup_events.19.a
		ai_chance = {
			base = 98
		}
		effect_tooltip = {
			FROM = {
				add_war_support = 0.05
				country_event = {
					id = SEA_japan_popup_events.20
				}
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = SEA_japan_popup_events.20
				}
			}
		}
	} {
		name = SEA_japan_popup_events.19.b
		ai_chance = {
			base = 2
		}
		FROM = {
			set_truce = {
				target = ROOT
				days = 180
			}
			effect_tooltip = {
				IF = {
					limit = {
						ROOT = {
							controls_state = 613
						}
					}
					transfer_state = 613
				}
				add_state_claim = 1034
			}
			country_event = {
				id = SEA_japan_popup_events.21
			}
		}
	}
}
### Entity: Event
Component: naw_norway.230
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.230
	title = naw_norway.230.t
	desc = naw_norway.230.d
	picture = GFX_report_event_ms_bayard_1936
	is_triggered_only = yes
	option = {
		name = naw_norway.230.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_merge_the_air_wings
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_merge_the_air_wings
	icon = GFX_goal_NOR_coa_air_force
	prerequisite = {
		focus = NOR_air_bases
	} {
		focus = NOR_navy_wing
	} {
		focus = NOR_army_wing
	}
	x = 0
	y = 2
	relative_position_id = NOR_air_bases
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		air_experience = 25
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: Character
Component: vfb_trait_dompedro_1
Constructs: stability_factor, political_power_gain, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_dompedro_1 = {
	random = no
	political_power_gain = 0.05
	stability_factor = 0.05
	war_support_factor = 0.05
	army_morale_factor = 0.05
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_CL_navy_production_strategy_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_CL_navy_production_strategy_1 = {
	enable = {
		has_country_flag = EAI_ASW_CL_navy_production_1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort_cl
		value = 6
	} {
		type = role_ratio
		id = naval_screen
		value = -6
	}
}
### Entity: AI Strategy
Component: SOV_cold_war_navy
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_cold_war_navy = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1944.1.1
		NOT = {
			has_war_with = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 20
	} {
		type = role_ratio
		id = naval_capital_bc
		value = -100
	} {
		type = role_ratio
		id = naval_carrier
		value = 35
	} {
		type = role_ratio
		id = naval_submarine
		value = 30
	} {
		type = role_ratio
		id = naval_screen
		value = 100
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 25
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 80
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = -200
	} {
		type = role_ratio
		id = naval_mine_layer
		value = -200
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_equipment_modernisation
Constructs: prerequisite, completion_reward, add_timed_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_equipment_modernisation
	icon = GFX_goal_machine_gun
	cost = 5
	x = -5
	y = 1
	relative_position_id = CYP_found_army
	prerequisite = {
		focus = CYP_found_army
	}
	completion_reward = {
		add_timed_idea = {
			idea = CYP_equipment_modernisation_i
			days = 365
		}
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = CYP_equipment_modernisation
			category = infantry_weapons
			bonus = 1.0
		} {
			name = CYP_equipment_modernisation
			category = artillery
			bonus = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: GXC_huo_duyi
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_huo_duyi = {
	name = GXC_huo_duyi
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = GXC_huo_duyi
		allowed = {
			original_tag = GXC
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: DEN_flyvertroppernes_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_flyvertroppernes_organization = {
	include = generic_multi_role_aircraft_organization
	icon = GFX_idea_DEN_flyvertroppernes_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_light_aircraft
		x = 2
	} {
		text = mio_header_medium_aircraft
		x = 6
	} {
		text = mio_header_equipment_and_specialization
		x = 4
	}
	override_trait = {
		token = generic_mio_trait_armored_cockpit
		position = {
			x = 2
			y = 0
		}
	} {
		token = generic_mio_trait_escort_designs
		position = {
			x = 4
			y = 0
		}
	} {
		token = generic_mio_trait_not_enough_guns_never_enough_guns
		position = {
			x = 2
			y = 0
		}
	}
	add_trait = {
		token = DEN_mio_trait_fighter_specialization
		name = generic_mio_trait_fighter_aircraft_specialists
		icon = GFX_generic_mio_department_icon_plane_fighter
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_armored_cockpit
		mutually_exclusive = {
			DEN_mio_trait_cas_specialization
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_superiority = 0.05
			air_agility = 0.05
			air_attack = 0.05
		}
	} {
		token = DEN_mio_trait_cas_specialization
		name = generic_mio_trait_close_air_support_specialization
		icon = GFX_generic_mio_department_icon_plane_cv_cas
		special_trait_background = yes
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_armored_cockpit
		mutually_exclusive = {
			DEN_mio_trait_fighter_specialization
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_ground_attack = 0.05
			air_agility = 0.05
			air_defence = 0.05
		}
	} {
		token = DEN_mio_trait_standardized_production_flyvertroppernes
		name = generic_mio_initial_trait_standardized_production
		icon = GFX_generic_mio_department_icon_plane_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_upgraded_engines
		any_parent = {
			generic_mio_trait_light_airframe generic_mio_trait_medium_airframe
		}
		available = {
			owner = {
				has_completed_focus = DEN_unify_flyvevabnet
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_cap_factor = 0.05
			productio
# ... (truncated)
### Entity: Idea
Component: CHI_our_own_military
Constructs: research_speed_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_our_own_military = {
	picture = chi_army_corruption3
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		army_attack_factor = 0.05
		experience_gain_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_develop_the_shale_oil_sector
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_develop_the_shale_oil_sector
	icon = GFX_goal_refining
	relative_position_id = CEL_improve_national_infrastructure
	prerequisite = {
		focus = CEL_improve_national_infrastructure
	}
	x = 0
	y = 2
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = fuel_silo
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				controls_state = 121
			}
			add_resource = {
				type = oil
				amount = 1
				state = 121
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_support_monarchism_in_LIT
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, set_country_flag, is_ai
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_support_monarchism_in_LIT
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = POL_restoration_of_the_royal_sejm
	} {
		focus = POL_claiming_lithuania
	}
	relative_position_id = POL_restoration_of_the_royal_sejm
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		has_government = neutrality
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					LIT = {
						has_completed_focus = LIT_support_monarchism_in_POL
					}
				}
				LIT = {
					set_country_flag = POL_banned_monarchy_flag
				}
				set_country_flag = POL_banned_monarchy_flag
				hidden_effect = {
					if = {
						limit = {
							is_ai = yes
						}
						save_event_target_as = POL_or_LIT_target
						LIT = {
							country_event = LIT_monarchy_events.1
						}
					}
					else = {
						LIT = {
							save_event_target_as = POL_or_LIT_target
						}
						country_event = LIT_monarchy_events.1
					}
				}
			}
			else = {
				LIT = {
					country_event = NSB_poland_monarchist_events.1
				}
				save_global_event_target_as = pol_monarchy_claimer_target
			}
		}
		custom_effect_tooltip = POL_support_monarchy_in_LIT_tt
	}
}
### Entity: State History
Component: 1017
Constructs: add_core_of
Source: game
File: history/states/1017 - Trung Bo.txt

Code:
state = {
	id = 1017
	name = STATE_1017
	manpower = 3000000
	state_category = town
	resources = {
		chromium = 4
		tungsten = 7
	}
	history = {
		owner = FRA
		add_core_of = VIN
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4379 3
		}
	}
	provinces = {
		1302 4379 4397 7280 9988 10016 11909 11936 12297
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: per_focus
Component: PER_electronic_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_electronic_development
	icon = GFX_goal_generic_production2
	cost = 10
	prerequisite = {
		focus = PER_secure_weapon_deals
	} {
		focus = PER_expand_tehran_university
	}
	x = 3
	y = 3
	ai_will_do = {
		factor = 16
	}
	completion_reward = {
		add_tech_bonus = {
			name = UK_secret_focus
			bonus = 1
			uses = 2
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_integrate_the_settlers
Constructs: shared_focus, prerequisite, add_ideas, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_integrate_the_settlers
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = TRK_subdue_the_soviet_minority TRK_comrpomise_with_soviet_settlers
	}
	x = -1
	y = 1
	relative_position_id = TRK_subdue_the_soviet_minority
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = -35
		add_ideas = TRK_full_integration
	}
}
### Entity: Scripted Effect
Component: DEN_bop_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = -1
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_transfer_officers_of_armenian_descent
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, has_country_flag, completion_reward, add_manpower
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_transfer_officers_of_armenian_descent
	icon = GFX_goal_generic_officers
	prerequisite = {
		focus = ARM_organize_the_institutions ARM_war_propaganda
	}
	relative_position_id = ARM_organize_the_institutions
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		army_experience = 25
		add_manpower = 15000
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		if = {
			limit = {
				FRA = {
					has_country_flag = armenia_liberator
				}
			}
			every_army_leader = {
				add_defense = 1
			}
			add_ideas = CHI_french_drill
		}
		else_if = {
			limit = {
				USA = {
					has_country_flag = armenia_liberator
				}
			}
			add_war_support = 0.05
			create_corps_commander = {
				name = Haig Shekerjian
				portrait_path = gfx/leaders/Europe/portrait_europe_generic_land_12.dds
				traits = {
					trait_cautious organizer
				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 2
			}
		} {
			limit = {
				ENG = {
					has_country_flag = armenia_liberator
				}
			}
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = engineers_tech
			} {
				name = support_tech_bonus_name
				bonus = 1
				uses = 1
				category = recon_tech
			}
		}
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = ARM_misak_torlakian
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: navy_chief_reform_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_reform_2 = {
	sprite = 3
	experience_gain_navy = @chief_experience_gain_medium
	experience_gain_navy_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: TAJ_acas
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_acas = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_disband_sudanese_partisans
Constructs: division_template, prerequisite, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_disband_sudanese_partisans
	icon = GFX_goal_SUD_rearm_the_defence_force
	relative_position_id = EGY_islamic_fiscal_theory
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_islamic_fiscal_theory
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_EGY_SUDANESE_SEPARATISM
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = EGY_disband_sudanese_partisans_tt
		hidden_effect = {
			delete_units = {
				division_template = 'Ansar Sudaniuwn
				disband = yes
			}
		}
	}
}
### Entity: Idea
Component: CHI_soviet_support_hidden
Constructs: has_dlc, has_dynamic_modifier, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_soviet_support_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_soviet_support
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		artillery_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: Scripted Effect
Component: EAI_LEND_LEASE_update_strategy
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_lend_lease_effects.txt

Code:
EAI_LEND_LEASE_update_strategy = {
	if = {
		limit = {
			EAI_LEND_LEASE_enable = yes
		}
		resize_temp_array = {
			lend_lease_priorities = 2
		}
		for_each_loop = {
			array = lend_lease_priorities
			index = lend_lease_prio
			break = selected_lend_lease_target
			if = {
				limit = {
					check_variable = {
						lend_lease_prio = 0
					}
				}
				EAI_LEND_LEASE_player_coordinated_lend_lease = yes
			}
			else_if = {
				limit = {
					check_variable = {
						lend_lease_prio = 1
					}
				}
				EAI_LEND_LEASE_lend_lease_target_selector = yes
			}
		}
	}
	else = {
		EAI_LEND_LEASE_clear_all_targets = yes
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_lend_lease_logging
					check_variable = {
						log_ended_lendlease = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | LEND-LEASE: reason: lend lease disabled
		}
		set_temp_variable = {
			log_ended_lendlease = 0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_elin
Constructs: prerequisite, limit, completion_reward, is_coastal, has_dlc, unlock_military_industrial_organization_tooltip, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_elin
	icon = GFX_focus_AUS_elin
	prerequisite = {
		focus = AUS_defending_the_coast
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_defending_the_coast
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			unlock_military_industrial_organization_tooltip = mio:AUS_ELIN_organization
			mio:AUS_ELIN_organization = {
				add_mio_size = 4
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AUS_ELIN
		}
	}
}
### Entity: Event
Component: CZE.206
Constructs: is_triggered_only, ai_chance, add_timed_idea
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.206
	title = CZE.206.t
	desc = CZE.206.d
	picture = GFX_czke_fortification_report
	is_triggered_only = yes
	option = {
		name = CZE.206.a
		ai_chance = {
			factor = 0
		}
		add_timed_idea = {
			idea = CZE_rop2_idea
			days = 365
		}
		custom_effect_tooltip = CZE_phase_four_tooltip
	} {
		name = CZE.206.b
		ai_chance = {
			factor = 1
		}
		custom_effect_tooltip = CZE_phase_two_stop_tooltip
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_infrastructure_focus
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_infrastructure_focus
	icon = GFX_goal_generic_road
	x = 25
	y = 2
	cost = 10
	prerequisite = {
		focus = ALG_civ_focus
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				459
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				459
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.87
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.87
	title = WW_hungary.87.t
	desc = WW_hungary.87.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.87.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = WW_hungary.88
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.87.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = WW_hungary.89
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_befriend_middle_east
Constructs: is_major, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_befriend_middle_east = {
	allowed = {
		tag = FIN
	}
	enable = {
		is_historical_focus_on = yes
		ENG = {
			any_enemy_country = {
				is_major = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = YEM
		target = non_aggression_pact
		value = 500
	} {
		type = diplo_action_desire
		id = SAU
		target = non_aggression_pact
		value = 500
	} {
		type = diplo_action_desire
		id = OMA
		target = non_aggression_pact
		value = 500
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_exporting_more_luxury_commodoties
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_exporting_more_luxury_commodoties
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = GRE_open_foreign_subsidized_factories
	}
	x = 2
	y = 1
	relative_position_id = GRE_open_foreign_subsidized_factories
	cost = 5
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_foreign_monopolies
			add_idea = GRE_foreign_monopolies_2
		}
		add_political_power = 120
		add_ideas = free_trade
	}
}
### Entity: Idea
Component: EAI_DD_20/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

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