Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: war_justification.20
Constructs: is_triggered_only, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.20
	title = war_justification.20.t
	desc = war_justification.20.d
	picture = GFX_report_event_tanks_vietnam
	is_triggered_only = yes
	trigger = {
		has_country_flag = war_justification_last_event_generic
	}
	option = {
		name = war_justification.20.a
		FROM = {
			country_event = {
				id = war_justification.220
			}
		}
		set_country_flag = war_justification_last_event_generic
		clr_country_flag = war_justification_last_event_borderthreat war_justification_last_event_political war_justification_last_event_neighbor war_justification_last_event_mobilized
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_rural_development
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_rural_development = {
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_resources_factor = 0.15
	state_production_speed_buildings_factor = 0.15
	local_building_slots = 2
}
### Entity: Music Config
Component: allies/from_glen_to_glen
Constructs: has_government, has_war, has_start_date
Source: game
File: music/alliedradio.txt

Code:
music = {
	song = from_glen_to_glen
	chance = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_government = democratic
			}
		} {
			factor = 0
			OR = {
				date = < 1936.01.10
				AND = {
					has_start_date = > 1936.01.02
					date = < 1939.8.24
				}
			}
		} {
			factor = 2
			has_government = democratic
			has_war = no
		} {
			factor = 0.25
			has_government = democratic
			has_war = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ABasic_decryption.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Basic_decryption.png &#8206;(64 × 64 pixels, file size: 11 KB, MIME type: image/png)
### Entity: Order of Battle
Component: 27 Duli Lu
Constructs: division_template
Source: game
File: history/units/r56_SIK_1936.txt

Code:
division = {
	name = 27 Duli Lu
	location = 4709
	division_template = Tuli Lü
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Faction
Component: faction_goal_air_superiority
Constructs: limit, complete_effect, add_faction_power_projection, every_collection_element, has_deployed_air_force_size, has_completed_goal, add_mastery, every_faction_member
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_air_superiority = {
	name = air_superiority_goal_name
	description = air_superiority_goal_desc
	category = medium_term
	group = FOCUS_FILTER_AIR_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit = fighter
			size = > 999
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						has_deployed_air_force_size = {
							size = > 249
							type = fighter
						}
					}
				}
				name = ALL_FACTION_MEMBERS_WITH_250_FIGHTERS
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_air_superiority
					}
				}
				air_experience = 50
				add_mastery = {
					amount = 100
					track = fighter_aircraft
				}
			}
		}
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_air_superiority
					}
				}
				add_tech_bonus = {
					name = air_superiority_tech_bonus
					bonus = 0.5
					uses = 1
					category = air_equipment
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			num_of_military_factories = > 39
		} {
			add = 1
			count_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION_NAME
				}
				buildings = {
					arms_factory
				}
				size = > 149
			}
		}
	}
}
### Entity: Character
Component: WLS_ncs
Source: game
File: common/characters/WLS.txt

Code:
WLS_ncs = {
	advisor = {
		slot = high_command
		idea_token = WLS_ncs
		ledger = navy
		allowed = {
			original_tag = WLS
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Event
Component: kazakhstan.1
Constructs: is_triggered_only, limit, give_guarantee, add_offsite_building, is_subject, add_autonomy_score, set_global_flag
Source: game
File: events/r56_kazakhstan.txt

Code:
country_event = {
	id = kazakhstan.1
	title = kazakhstan.1.t
	desc = kazakhstan.1.desc
	picture = GFX_report_event_Tadeusz_Jordan_Rozwadowski
	is_triggered_only = yes
	option = {
		name = kazakhstan.1.a
		give_guarantee = KAZ
		FROM = {
			country_event = kazakhstan.2
		}
		effect_tooltip = {
			add_offsite_building = {
				type = arms_factory
				level = 2
			} {
				type = industrial_complex
				level = 2
			}
			KAZ = {
				if = {
					limit = {
						is_subject = yes
					}
					add_autonomy_score = {
						value = -400
					}
				}
			}
		}
		set_global_flag = SOV_KAZ_weapon_cooperation
	} {
		name = kazakhstan.1.b
		FROM = {
			country_event = kazakhstan.3
		}
	}
}
### Entity: Order of Battle
Component: Kunming Jingbei
Constructs: division_template
Source: game
File: history/units/YUN_1939.txt

Code:
division = {
	name = Kunming Jingbei
	location = 12789
	division_template = Binary Infantry
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_launch_operation_dragoon
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_allied_invasions.txt

Code:
EAI_MILITARY_INVASION_launch_operation_dragoon = {
	set_temp_variable = {
		_strategy_id = 1
	} {
		_strategy_prio = 200
	} {
		_leader_id = THIS.id
	} {
		_num_operations = 4
	} {
		_started_special_operation_ = 3
	}
	EAI_MILITARY_allied_invasions_INVASION_get_data = yes
	EAI_MILITARY_INVASION_assign = yes
}
### Entity: Event
Component: lithuania.123
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.123
	title = lithuania.123.t
	desc = lithuania.123.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.123.a
		set_global_flag = LIT_GER_help_for_wilno
	}
}
### Entity: Idea
Component: GER_autarky_idea
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_autarky_idea = {
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Decision
Component: QUE_reclaim_our_cores
Constructs: fire_only_once, is_owned_by, complete_effect, add_core_of
Source: game
File: common/decisions/QUE.txt

Code:
QUE_reclaim_our_cores = {
	QUE_core_labrador = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = QUE
		}
		available = {
			332 = {
				is_owned_by = ROOT
				compliance = > 30
				resistance = < 10
			}
		}
		fire_only_once = yes
		visible = {

		}
		cost = 25
		complete_effect = {
			332 = {
				add_core_of = QUE
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	QUE_core_newfoundland = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = QUE
		}
		available = {
			331 = {
				is_owned_by = ROOT
				compliance = > 30
				resistance = < 10
			}
		}
		fire_only_once = yes
		visible = {

		}
		cost = 25
		complete_effect = {
			331 = {
				add_core_of = QUE
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	QUE_core_new_brunswick = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = QUE
		}
		available = {
			465 = {
				is_owned_by = ROOT
				compliance = > 30
				resistance = < 10
			}
		}
		fire_only_once = yes
		visible = {

		}
		cost = 25
		complete_effect = {
			465 = {
				add_core_of = QUE
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	QUE_core_nova_scotia = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = QUE
		}
		available = {
			464 = {
				is_owned_by = ROOT
				compliance = > 30
				resistance = < 10
			}
		}
		fire_only_once = yes
		visible = {

		}
		cost = 25
		complete_effect = {
			464 = {
				add_core_of = QUE
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: Character
Component: NZL_pro_american_nationalist_trait
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NZL_pro_american_nationalist_trait = {
	sprite = 13
	random = no
	war_support_factor = 0.05
	party_popularity_stability_factor = 0.1
}
### Entity: Idea
Component: GER_the_shield_of_democracy_liberalism_and_welfare_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_the_shield_of_democracy_liberalism_and_welfare_idea = {
	name = GER_the_shield_of_democracy_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = GER_the_shield_of_democracy
	modifier = {
		drift_defence_factor = 0.2
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.2
		economy_cost_factor = -0.2
		monthly_population = 0.1
		defensive_war_stability_factor = 0.15
		party_popularity_stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_liberate_brazil
Constructs: prerequisite, completion_reward, is_subject, clr_country_flag, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_liberate_brazil
	prerequisite = {
		focus = PRU_Bring_the_revolution_to_all_America
	}
	icon = GFX_focus_por_recover_brazil
	x = 0
	y = 1
	relative_position_id = PRU_Bring_the_revolution_to_all_America
	cost = 10
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		BRA = {
			r56_script_target_is_sane = yes
		}
	}
	ai_will_do = {
		factor = 4
	}
	bypass = {
		BRA = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = BRA
	completion_reward = {
		BRA = {
			clr_country_flag = monroe_doctrine
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BRA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Effect Reference
Construct: set_power_balance_gfx
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_power_balance_gfx

* Supported Scopes: any
* Supported Targets: none

```
sets gfx for power balance side

Example:
set_power_balance_gfx = {
	id = power_balance_id
	side = power_balance_side_id
	gfx = gfx_name
}
```
### Entity: Idea
Component: r56w_idea_national_tabletop_games
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_national_tabletop_games = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		global_building_slots_factor = 0.42
		industrial_capacity_factory = 0.42
		industrial_capacity_dockyard = 0.42
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_PRC_political_events.26
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.26
	title = SEA_PRC_political_events.26.t
	desc = SEA_PRC_political_events.26.desc
	picture = GFX_report_event_PRC_chuikov
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.26.a
	}
}
### Entity: Event
Component: LIT_events.202
Constructs: is_triggered_only, add_opinion_modifier, unlock_national_focus, create_wargoal, take_state_focus, set_country_flag
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.202
	title = LIT_events.103.t
	desc = LIT_events.202.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = LIT_events.202.a
		unlock_national_focus = LIT_soviet_mutual_assistance
		add_opinion_modifier = {
			target = POL
			modifier = refused_to_make_peace_opinion
		}
		reverse_add_opinion_modifier = {
			target = POL
			modifier = refused_to_make_peace_opinion
		}
		create_wargoal = {
			type = take_state_focus
			target = POL
			expire = 0
			generator = {
				784
			}
		}
		set_country_flag = LIT_POL_refused_peace
	}
}
### Entity: Idea
Component: CHI_neglected_army14
Constructs: limit, has_country_flag, add_timed_idea, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army14 = {
	picture = generic_neglected_military
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army13
				days = 35
			}
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.55
		army_org_factor = -0.55
		max_dig_in_factor = -0.55
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: JUNO_president_of_the_senate
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_president_of_the_senate = {
	random = no
	sprite = 13
	political_power_factor = -0.3
	stability_factor = 0.1
	democratic_drift = 0.04
	political_advisor_cost_factor = -0.3
	ai_will_do = {
		factor = 0
	}
}
### Entity: Country History
Country: PSH
Component: PSH_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/PSH - Pashtunistan.txt

Code:
# Politics & Parties for PSH
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: Idea
Component: SWI_fischer_reinach
Constructs: research_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_fischer_reinach = {
	name = SWI_fischer_reinach
	picture = generic_industrial_concern_1
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: GER_can_help_against_ENG
Constructs: has_government, has_civil_war, has_war_together_with
Source: game
File: common/scripted_triggers/TFV_RAJ_freedom_path_triggers.txt

Code:
GER_can_help_against_ENG = {
	GER = {
		exists = yes
		has_government = fascism
		has_civil_war = no
		NOT = {
			has_war_together_with = ENG
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_prosecute_cronyism
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_prosecute_cronyism
	icon = GFX_focus_RAJ_union_busting
	prerequisite = {
		focus = CHI_arrest_the_seven_gentlemen
	}
	mutually_exclusive = {
		focus = CHI_draw_support_from_the_big_families
	}
	x = 1
	y = 1
	relative_position_id = CHI_arrest_the_seven_gentlemen
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.1
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.15
			tooltip = economy_cost_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_evacuate_soldiers_to_australia
Constructs: division_template, prerequisite, completion_reward, is_in_faction_with, is_government_in_exile, is_locked, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_evacuate_soldiers_to_australia
	icon = GFX_focus_INS_evacuate_soldiers_to_australia
	available = {
		is_in_faction_with = AST
		is_government_in_exile = yes
	}
	prerequisite = {
		focus = INS_establish_nefis
	}
	mutually_exclusive = {

	}
	available_if_capitulated = yes
	x = 1
	y = 3
	relative_position_id = INS_resist_occupation
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		division_template = {
			name = Exile Division
			is_locked = yes
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {

			}
		}
		520 = {
			create_unit = {
				division = name = "KNIL Division" division_template = "Exile Division" start_experience_factor = 0.35 start_equipment_factor = 0.8 start_manpower_factor = 0.8
				owner = INS
				prioritize_location = 7669
				allow_spawning_on_enemy_provs = no
				count = 8
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Order of Battle
Component: Hong Kong VDF
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Hong Kong VDF
	location = 10062
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.2
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expanded_aluminium_production
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_civil_war, is_controlled_by, has_tech
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_expanded_aluminium_production
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = NOR_hydroelectric_power_generation
	}
	x = 0
	y = 4
	relative_position_id = NOR_norsk_hydro_focus
	ai_will_do = {
		base = 10
	}
	cost = 10
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	available = {
		has_civil_war = no
		AND = {
			110 = {
				is_controlled_by = ROOT
			}
			142 = {
				is_controlled_by = ROOT
			}
			144 = {
				is_controlled_by = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = aluminum_production_1
				}
			}
			set_technology = {
				aluminum_production_1 = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = industrial_bonus
				ahead_reduction = 2
				bonus = 1
				uses = 1
				category = aluminium_tech
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				110
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				142
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = aluminum_mill
				level = 3
				instant_build = yes
			}
		} {
			prioritize = {
				144
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: Character
Component: CHL_luis_alamos_barros
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_luis_alamos_barros = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_luis_alamos_barros
			allowed = {
				original_tag = CHL
			}
			traits = {
				JUNO_minister_trade_development
			}
			visible = {
				NOT = {
					OR = {
						has_government = communism fascism
						has_completed_focus = CHL_address_the_mapuche_conflict
					}
				}
			}
			available = {
				NOT = {
					OR = {
						has_government = communism fascism
						has_completed_focus = CHL_address_the_mapuche_conflict
					}
				}
			}
		}
		name = CHL_luis_alamos_barros
		portraits = {
			civilian = {
				small = GFX_portrait_CHL_luis_alamos_barros_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_luis_alamos_barros
			allowed = {
				original_tag = CHL
			}
			traits = {
				ideological_crusader
			}
		}
		name = CHL_luis_alamos_barros
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_low_increase_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = 0.1
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_standardization_of_equipment
Constructs: shared_focus, prerequisite, remove_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_standardization_of_equipment
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = EST_prepare_for_war
	}
	x = 10
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = EST_standardization_of_equipment
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		remove_ideas = EST_outdated_military
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_empower_the_ras
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_empower_the_ras
	icon = GFX_focus_ETH_empower_the_ras
	prerequisite = {
		focus = ETH_rebuilding_the_country
	}
	mutually_exclusive = {
		focus = ETH_re-convene_the_parliament
	}
	x = -1
	y = 1
	relative_position_id = ETH_rebuilding_the_country
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 0
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_decentralization_large_effect = yes
		add_stability = 0.15
		add_war_support = 0.05
		add_popularity = {
			popularity = 0.05
			ideology = neutrality
		}
	}
}