Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_turkish_subsidized_factories
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, has_capitulated, has_civil_war
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_turkish_subsidized_factories
	icon = GFX_goal_generic_building_our_industry
	x = 0
	y = 2
	cost = 8
	available = {
		has_government = neutrality
		TUR = {
			has_capitulated = no
			has_civil_war = no
			OR = {
				has_country_flag = TUR_saadabad_pact_member
				has_opinion = {
					target = AFG
					value = > 39
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_treaty_of_saadabad AFG_restore_the_constitution
	}
	relative_position_id = AFG_treaty_of_saadabad
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: experienced_insurgent
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
experienced_insurgent = {
	random = no
	war_support_factor = 0.15
	max_command_power = 25
	command_power_gain_mult = 0.25
	defensive_war_stability_factor = 0.4
}
### Entity: Name List
Component: NMB
Source: game
File: common/names/00_names.txt

Code:
NMB = {
	male = {
		names = {
			Albert Alfredo Andimba Asser Ben Bernard Calle Constance Danie Dawid Deon Dirk Dorian Elia Erastus Evilastus Fanuel Frankie Frans Hage Hans Hansina Harry Hendrick Hidipo Hifikepunye Hosea Ida Immanuel Jackson John Johnny Joseph Justus Kaire Kandy Katuutire Mandume Marco Martin Merlin Moses Nahas Nangolo Ngarikutuke Niko Paulus Petrus Percy Phil Pierre Ras Richard Sam Samuel Stefan Steve Theo-Ben Tjekero Usutuaije Utoni
		}
	}
	female = {
		names = {
			Agnes Angelika Bience Bridget Christi Clara Ella Emma Gaby Helalia Lempy Lesedi Libertina Loide Lucia Lydia Margaret Marichen Marlene Michelle Monica Netumbo Ngohauvi Nora Pauline Penehupifo Petrina Priscilla Rebecca Rosalia Saara Teopolina Tjipekapora Uilika
		}
	}
	surnames = {
		Ahrens Amathila Andjaba Angula Ankama Basson Bessinger Beukes Bezuidenhout Bohitile Boois Christiaan Dahl Damaseb Dempers Diamond Diergaardt Diescho Doeseb Esau Fredericks Garoeb Gawanas Geingob Gowases Gurirab Haarhoff Haingura Hamutenya Hausiku Hengari Herunga Hoffmann Iilonga Indongo Jacobs Johannes Kaaronda Kaiyamo Kamanya Kamwi Kapere Kasingo Katjita Katjiuongua Kaujeua Kaura Kavetu Kawane Keulder Kgosiemang Kotze Kozonguizi Kutako Kuugongelwa Kwedhi Limbo Lucas Ludik Luiperth Maamberua Maharero Mbuende Mbumba McLean Mensah-Williams Mogotsi Montgomery Mudge Muharukua Mungunda Mushelenga Nambahu Nandi-Ndaitwah ya Nangoloh Nashandi ya Ndemufayo Ndjoze-Ojo Nehova Ngatjizeko Nghidinwa Nujoma Nujoma Nuumbembe Pandeni Pickering Pienaar Pohamba Schimming-Chase Schlettwein Sheehama Simon Tjiriange ya Toivo Tuahepa Tweya Ulenga Uutoni Warner Witbooi
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_dominate_the_middle_east
Constructs: prerequisite, limit, is_major, completion_reward, cancel_if_invalid, every_other_country, is_on_continent, is_subject
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_dominate_the_middle_east
	icon = GFX_goal_generic_attack_allies
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_expand_to_the_suez
	}
	relative_position_id = FRA_expand_to_the_suez
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = middle_east
				}
				is_major = no
				is_subject = no
				NOT = {
					tag = TUR PER
				}
			}
			country_event = {
				id = lar_dominate_the_middle_east.1
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_all_cards_on_deck
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_all_cards_on_deck
	icon = GFX_focus_SWE_all_cards_on_deck
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_rule_the_baltic
	}
	relative_position_id = SWE_rule_the_baltic
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = SWE_decisive_battle_tactics
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_austrian_catholic_identity
Constructs: prerequisite, limit, completion_reward, has_global_flag, set_country_flag, unlock_decision_tooltip, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_austrian_catholic_identity
	icon = GFX_focus_generic_catholic_dominion
	relative_position_id = AUS_oust_schuschnigg
	x = 4
	y = 1
	prerequisite = {
		focus = AUS_oust_schuschnigg AUS_a_good_show
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_global_flag = AUS_minigame_disabled
			}
			set_country_flag = AUS_nazis_crushed
			custom_effect_tooltip = AUS_crush_nazis_effect
		}
		else = {
			unlock_decision_tooltip = AUS_crush_nazis
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = AUS_july_followed_june_2
			add_idea = AUS_austrian_catholic_identity
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_dnvp_70
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dnvp_70 = {
	IF = {
		limit = {
			has_active_mission = GER_dnvp_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dnvp_demands_action
			days = 280
		}
	}
}
### Entity: Combat Tactic
Component: tactic_overwhelming_fire
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_overwhelming_fire = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
	}
	active = no
	base = {
		factor = 2
	}
	picture = tactic_overwhelming_fire
	attacker = -0.1
	defender = 0.1
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_arrest_pacifist_leaders
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_arrest_pacifist_leaders
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = NZL_2nzef
	}
	x = 0
	y = 2
	relative_position_id = NZL_strengthen_the_commonwealth
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = NZL_stomp_out_pacifism
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_storm_abdeen_palace
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_subject_of, clr_country_flag, add_popularity, add_autonomy_score
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_storm_abdeen_palace
	icon = GFX_focus_eng_move_to_secure_the_dominions
	relative_position_id = EGY_empower_govenor_general
	x = 0
	y = 2
	cost = 10
	available = {
		is_subject_of = ENG
	}
	prerequisite = {
		focus = EGY_increase_british_military_influence
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		clr_country_flag = EGY_in_regency
		add_popularity = {
			ideology = neutrality
			popularity = -0.2
		}
		remove_ideas = EGY_egyptian_non_alligment
		add_autonomy_score = {
			value = -100
			localization = EGY_empower_govenor_general_autonomy
		}
		set_cosmetic_tag = EGY_BRITISH_PUPPET
		set_party_name = {
			ideology = neutrality
			long_name = Colonial Administration
			name = Colonial Administration
		}
		add_country_leader_role = {
			character = EGY_stewart_symes
			promote_leader = yes
			country_leader = {
				ideology = oligarchism
				expire = 1965.1.1.1
				traits = {
					governor_general EGY_respectful_govenor
				}
			}
		}
		custom_effect_tooltip = EGY_empower_govenor_general_warning2
		hidden_effect = {
			if = {
				limit = {
					has_stability = < 0.5
				}
				start_civil_war = {
					ruling_party = neutrality
					ideology = fascism
					size = 0.4
					keep_unit_leaders = {
						6983 6982 6991
					}
					keep_political_party_members = yes
				}
			}
			else = {
				remove_unit_leader_role = EGY_hussein_refki EGY_mohamed_naguib
			}
		}
	}
}
### Entity: Faction
Component: faction_template_PER_communist_faction
Constructs: change_leader_rule_industry, change_leader_rule_manpower
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_PER_communist_faction = {
	name = PER_communist_faction
	manifest = faction_manifest_spread_of_communism
	icon = GFX_faction_logo_generic_9
	goals = {
		faction_goal_industrial_expansion faction_goal_defeat_of_fascism
	}
	default_rules = {
		joining_rule_communist_only joining_rule_islamic_only change_leader_rule_industry change_leader_rule_manpower
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_full_desegregation
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_full_desegregation
	icon = GFX_focus_generic_support_the_left_right
	x = -1
	y = 1
	prerequisite = {
		focus = USA_desegregate_the_armed_forces
	}
	relative_position_id = USA_desegregate_the_armed_forces
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		communism = > 0.2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = USA_armed_forces_desegregation
			add_idea = USA_full_desegregation
		}
		if = {
			limit = {
				not = {
					has_government = communism
				}
			}
			USA_congress_large_opposition = yes
		} {
			limit = {
				has_country_flag = mtg_usa_civil_war_fascists_1
				not = {
					has_country_flag = mtg_usa_civil_war_fascists_2
				}
			}
			country_event = mtg_usa_civil_war_fascists.2
			custom_effect_tooltip = mtg_usa_civil_war_warning_tt
		}
		else_if = {
			limit = {
				not = {
					has_country_flag = mtg_usa_civil_war_fascists_1
				}
			}
			country_event = mtg_usa_civil_war_fascists.1
			custom_effect_tooltip = mtg_usa_civil_war_warning_tt
		}
	}
}
### Entity: Event
Component: BBA_switzerland.21
Constructs: is_triggered_only, ai_chance, has_government, give_guarantee
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.21
	title = BBA_switzerland.21.t
	desc = BBA_switzerland.21.desc
	picture = GFX_report_event_SWI_guisan_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.21.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				has_government = democratic
				var:FROM.SWI_angriest_country = {
					has_government = fascism
				}
			} {
				factor = 2
				SWI_country_is_happy = yes
			} {
				factor = 0.3
				has_government = fascism
				FROM = {
					has_government = democratic
				}
			}
		}
		trigger = {

		}
		give_guarantee = FROM
		FROM = {
			country_event = {
				id = BBA_switzerland.22
				hours = 2
			}
		}
	} {
		name = BBA_switzerland.21.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_switzerland.23
				hours = 2
			}
		}
	}
}
### Entity: State History
Component: 883
Constructs: add_core_of
Source: game
File: history/states/883-As Suwayda.txt

Code:
state = {
	id = 883
	name = As Suwayda
	provinces = {
		4486 13351 13350
	}
	history = {
		owner = SYR
		victory_points = {
			4486 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SYR OSY
	}
	manpower = 182011
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_reinforce_the_education_system
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_reinforce_the_education_system
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = ARG_anti_corruption_policies
	}
	x = -2
	y = 1
	relative_position_id = ARG_anti_corruption_policies
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = ARG_education_electronics_bonus
			bonus = 0.5
			uses = 1
			category = electronics
		} {
			name = ARG_education_industrial_bonus
			bonus = 0.5
			uses = 1
			category = industry
		} {
			name = ARG_education_synthetics_bonus
			bonus = 1
			uses = 1
			category = cat_synth_rubber
		}
	}
}
### Entity: Scripted Effect
Component: JAP_interservice_rivalry_towards_army
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_interservice_rivalry_towards_army = {
	if = {
		limit = {
			has_idea = JAP_interservice_rivalry_army_strengthened
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_army_strengthened
			add_idea = JAP_interservice_rivalry_army_dominant
		}
	} {
		limit = {
			has_idea = JAP_interservice_rivalry_balanced
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_balanced
			add_idea = JAP_interservice_rivalry_army_strengthened
		}
	} {
		limit = {
			has_idea = JAP_interservice_rivalry_navy_strengthened
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_navy_strengthened
			add_idea = JAP_interservice_rivalry_balanced
		}
	} {
		limit = {
			has_idea = JAP_interservice_rivalry_navy_dominant
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_navy_dominant
			add_idea = JAP_interservice_rivalry_navy_strengthened
		}
	}
}
### Entity: Order of Battle
Component: Tung Hsinganling Paowei Tui
Constructs: division_template
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Tung Hsinganling Paowei Tui
	location = 10567
	division_template = Tuli Lu
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Game Data
Component: truly_international
Constructs: has_any_custom_difficulty_setting, is_controlled_by, is_on_continent
Source: game
File: common/achievements/rt56-achievements.txt

Code:
truly_international = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = DNZ
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = truly_international_tt
			AND = {
				any_state = {
					is_controlled_by = DNZ
					is_on_continent = north_america
				} {
					is_controlled_by = DNZ
					is_on_continent = south_america
				} {
					is_controlled_by = DNZ
					is_on_continent = asia
				} {
					is_controlled_by = DNZ
					is_on_continent = africa
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_trade_agreement_HUN_AUS
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_HUN_AUS = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = HUN
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = AUS
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: Idea
Component: KMT_lacking_governing_sturcture
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_lacking_governing_sturcture = {
	removal_cost = -1
	picture = RAJ_partition_india_united
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		stability_weekly = -0.001
		political_power_factor = -0.25
	}
}
### Entity: Name List
Component: FSA
Source: game
File: common/names/00_names.txt

Code:
FSA = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir Chandler
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Nadiyya Adila Amsha Asiya Faghira Habiba Hanifa Jahaira Kamala Layla Maryam Nafisa Nyawela Parand Parween Paymaneh Paywand Qamara Rafiqa Rasa Rashida Reshawna Saaman Sabba Saghar Sahba Sajida Samira Semeah Setara Shahrbano Shahzadah Shameem Shararah Sheeftah Sheeva Shogofa Shokouh Shola Sholah Simin Souzan Taliba Tanaz Taneen Yagana Yakta Yasmin Zaynab
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far ibm Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
}
### Entity: Decision
Component: EAI_diplomacy_naval_invasion_DECISIONS
Constructs: limit, every_country, has_country_flag, has_war_together_with, complete_effect, set_country_flag, is_ai, check_variable
Source: game
File: common/decisions/EAI_diplomacy_decisions.txt

Code:
EAI_diplomacy_naval_invasion_DECISIONS = {
	EAI_diplomacy_stop_all_invasions_DECISION = {
		allowed = {

		}
		available = {

		}
		visible = {
			has_country_flag = EAI_show_naval_invasion_decisions
			NOT = {
				has_country_flag = EAI_stop_all_invasions
			}
			any_country = {
				has_war_together_with = ROOT
			}
		}
		cost = 0
		days_re_enable = 0
		complete_effect = {
			hidden_effect = {
				set_country_flag = EAI_stop_all_invasions
				every_country = {
					limit = {
						has_war_together_with = ROOT
						is_ai = yes
					}
					EAI_INVASION_cancel_target = yes
					if = {
						limit = {
							ROOT = {
								has_country_flag = EAI_naval_invasion_logging
								check_variable = {
									log_cancelled_invasion = 1
								}
							}
						}
						log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: reason: EAI_diplomacy_stop_all_invasions_DECISION
					}
				}
			}
		}
	}
	EAI_diplomacy_cancel_stop_all_invasions_DECISION = {
		allowed = {

		}
		available = {

		}
		visible = {
			has_country_flag = EAI_show_naval_invasion_decisions EAI_stop_all_invasions
		}
		cost = 0
		days_re_enable = 0
		complete_effect = {
			hidden_effect = {
				clr_country_flag = EAI_stop_all_invasions
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_beriya
Constructs: limit, has_dlc, add_country_leader_role, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_beriya = {
	if = {
		limit = {
			has_dlc = La Resistance
		}
		add_country_leader_role = {
			character = SOV_lavrenty_beriya
			country_leader = {
				ideology = stalinism
				traits = {
					unscrupulous_orchestrator
				}
				expire = 1953.12.23.1
			}
			promote_leader = yes
		}
	}
	else = {
		add_country_leader_role = {
			character = SOV_lavrenty_beriya
			country_leader = {
				ideology = stalinism
				traits = {
					unscrupulous_orchestrator_no_lar
				}
				expire = 1953.12.23.1
			}
			promote_leader = yes
		}
	}
	SOV = {
		set_country_flag = SOV_beriya_country_leader_flag
	}
}
### Entity: Idea
Component: technocrat_support_II_idea
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
technocrat_support_II_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		research_speed_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
		production_speed_buildings_factor = 0.1
		production_speed_arms_factory_factor = -0.05
		global_building_slots_factor = 0.1
		civilian_intel_to_others = 10
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_plan_white
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, has_dlc, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_plan_white
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = USA_intervention_in_europe
	}
	available = {

	}
	x = 2
	y = 2
	relative_position_id = USA_intervention_in_europe
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		SOU = {
			add_opinion_modifier = {
				target = USA
				modifier = war_plan_white
			}
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			USA_create_serge_obolensky_operative = yes
		}
		unlock_decision_tooltip = {
			decision = USA_execute_war_plan_white
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.14
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.14
	title = mtg_usa_foreign_support.14.t
	desc = mtg_usa_foreign_support.14.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.14.a
		ai_chance = {
			factor = 70
		}
	}
}