Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: MAN_mamc_heavy_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/MAN_organization.txt

Code:
MAN_mamc_heavy_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		original_tag = MAN
		has_dlc = Waking the Tiger
	}
	available = {
		owner = {
			custom_trigger_tooltip = {
				tooltip = MAN_has_completed_mamc_focus_tt
				OR = {
					has_completed_focus = MAN_mamc MAN_tsr_mamc
				}
			}
		}
	}
}
### Entity: Event
Component: CZE.430
Constructs: is_triggered_only, ai_chance
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.430
	title = CZE.430.t
	desc = CZE.430.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.430.a
		ai_chance = {
			factor = 1
		}
		GER = {
			country_event = {
				id = CZE.431
			}
		}
	}
}
### Entity: Operation
Component: operation_steal_tech_airforce
Constructs: has_war, limit, has_war_with, has_operation_token, operation_cost, has_dlc, remove_operation_token, random_list
Source: game
File: common/operations/00_operations.txt

Code:
operation_steal_tech_airforce = {
	icon = GFX_operations_steal_blueprints
	map_icon = GFX_operations_steal_blueprints_map
	name = operation_steal_tech_airforce
	desc = operation_steal_tech_airforce_desc
	priority = 18
	days = 120
	network_strength = 50
	operatives = 3
	cost_multiplier = 0.05
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		has_operation_token = {
			tag = FROM
			token = token_airforce
		}
	}
	equipment = {

	}
	required_tokens = {
		token_airforce
	}
	risk_chance = 0.2
	experience = 2
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_steal_tech_risk operation_risk
	}
	outcome_modifiers = {
		operation_steal_tech_outcome operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	outcome_execute = {
		ROOT = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				steal_random_tech_bonus = {
					folder = bba_air_techs_folder
					bonus = 3.0
					dynamic = yes
					instant = yes
					name = operation_steal_tech_airforce
					target = FROM
					uses = 1
				}
			}
			else = {
				steal_random_tech_bonus = {
					folder = air_techs_folder
					bonus = 3.0
					dynamic = yes
					instant = yes
					name = operation_steal_tech_airforce
					target = FROM
					uses = 1
				}
			}
			remove_operation_token = {
				tag = FROM
				token = token_airforce
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				ROOT = {
					if = {
						limit = {
							FROM = {
								has_facility_specialization = specialization_air
							}
						}
						add_breakthrough_progress = {
							specialization = specialization_air
							value = 0.1
						}
					} {
						limit = {
							has_dlc = By Blood Alone
						}
						steal_random_tech_bonus = {
							folder = bba_air_techs_folder
							bonus = 3.0
							ahead_reduction = 2
							dynamic = yes
							instant = yes
							name = operation_steal_tech_airforce
							target = FROM
							uses = 1
						}
					}
					else = {
						steal_random_tech_bonus = {
							folder = air_techs_folder
							bonus = 3.0
							ahead_reduction = 2
							dynamic = yes
							instant = yes
							name = operation_steal_tech_airforce
							target = FROM
							uses = 1
						}
					}
				}
			}
			67 = {
				if = {
					limit = {
						has_dlc = By Blood Alone
					}
					ROOT = {
						steal_random_tech_bonus = {
							folde
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_ASW_Light_Cruiser_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_ASW_Light_Cruiser_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG USA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: AI Strategy
Component: USA_prioritize_navy_chief
Constructs: has_advisor_role, is_hired_as_advisor
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_prioritize_navy_chief = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1937.1.1
		NOT = {
			any_character = {
				has_advisor_role = navy_chief
				is_hired_as_advisor = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_priority
		id = navy_chief
		value = 200
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reorganise_the_train
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reorganise_the_train
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = CHI_crackdown_on_corruption_in_recruitment
	}
	x = -1
	y = 1
	relative_position_id = CHI_crackdown_on_corruption_in_recruitment
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_unstructured_logistics_supply_consumption_factor = -0.1
			tooltip = supply_consumption_factor_tt
		} {
			CHI_unstructured_logistics_supply_node_range = 0.05
			tooltip = supply_node_range_tt
		} {
			CHI_unstructured_logistics_railway_construction_speed = 0.15
			tooltip = production_speed_rail_way_factor_tt
		}
	}
}
### Entity: Event
Component: est.16
Constructs: is_triggered_only
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.16
	title = est.16.t
	desc = est.16.d
	picture = GFX_report_event_estalliance
	is_triggered_only = yes
	option = {
		name = est.16.a
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_DEFENSIVE_operational_pause
Constructs: has_war_with, has_country_flag, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_DEFENSIVE_operational_pause = {
	enable = {
		has_war_with = SOV
		is_in_faction_with = GER
		has_country_flag = EAI_MILITARY_operational_pause_timer
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 700
		execution_type = careful
		execute_order = no
		tag = SOV
	}
}
### Entity: Unit Template
Component: SIA_BB_HISTORICAL
Source: game
File: common/units/names_ships/SIA_ship_names.txt

Code:
SIA_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		SIA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HTMS 
	fallback_name = Reuxrb %d
	unique = {
		Krung Thep Thale Luang Ko Samui Ratanakosin Sukhothai
	}
}
### Entity: Decision
Component: HOL_war_on_pacifism
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_war_on_pacifism = {
	icon = hol_war_on_pacifism
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	visible = {
		has_completed_focus = HOL_war_on_pacifism
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_roads_program
Constructs: completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_roads_program
	icon = GFX_focus_generic_road_investment
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		100 = {
			CONTROLLER = {
				tag = ICE
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			100 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	x = 2
	y = 0
	completion_reward = {
		100 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		1043 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_cockerill_shipyards
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_cockerill_shipyards
	icon = GFX_focus_BEL_cockerill_shipyards
	prerequisite = {
		focus = BEL_port_of_antwerp
	}
	relative_position_id = BEL_port_of_antwerp
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:BEL_cockerill_shipyards_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.2
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			add_doctrine_cost_reduction = {
				name = BEL_cockerill_shipyards
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		977 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_CAS_equipment_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_CAS_equipment_production = {
	EAI_CAS_military_focus = yes
	has_tech = basic_small_airframe
}
### Entity: Idea
Component: BEL_empowered_construction_unions_ns
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/belgium.txt

Code:
BEL_empowered_construction_unions_ns = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.03
		stability_factor = -0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Modifier Reference
Component: ITA_regia_marina_2_dynamic_modifier
Constructs: screening_efficiency, decryption_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_marina_2_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_marina_2
	naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack
	screening_efficiency = ITA_rm_screening_efficiency
	naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor
	naval_coordination = ITA_rm_naval_coordination
	naval_detection = ITA_rm_naval_detection
	spotting_chance = ITA_rm_spotting_chance
	convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor
	naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor
	navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor
	navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor
	naval_morale_factor = ITA_rm_naval_morale_factor
	strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss
	special_forces_cap = ITA_rm_special_forces_cap
	amphibious_invasion = ITA_rm_amphibious_invasion
	naval_invasion_division_cap = ITA_rm_naval_invasion_capacity
	invasion_preparation = ITA_rm_invasion_preparation
	naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor
	naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor
	sub_retreat_speed = ITA_rm_sub_retreat_speed
	navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor
	decryption_factor = ITA_rm_decryption_factor
	navy_intel_factor = ITA_rm_navy_intel_factor
	naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed
	sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_join_the_london_naval_treaty
Constructs: prerequisite, limit, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_naval_treaty_trigger, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_join_the_london_naval_treaty
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = JAP_prepare_for_war_with_the_soviet_union
	}
	x = -1
	y = 1
	relative_position_id = JAP_prepare_for_war_with_the_soviet_union
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = FRA
		} {
			has_war_with = ENG
		} {
			has_war_with = USA
		}
	}
	bypass = {
		has_naval_treaty_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			add_ideas = JAP_the_london_naval_treaty
			unlock_decision_tooltip = {
				decision = JAP_break_the_london_naval_treaty
				show_effect_tooltip = yes
			}
		}
		else = {
			add_ideas = MTG_naval_treaty_adherent
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_join_the_london_naval_treaty
			}
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_join_the_london_naval_treaty
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_join_the_london_naval_treaty
			}
		}
		add_opinion_modifier = {
			target = FRA
			modifier = JAP_join_the_london_naval_treaty
		} {
			target = USA
			modifier = JAP_join_the_london_naval_treaty
		} {
			target = ENG
			modifier = JAP_join_the_london_naval_treaty
		}
	}
}
### Entity: AI Strategy
Component: generic_invasion_defense
Source: game
File: common/ai_navy/goals/goals_generic.txt

Code:
generic_invasion_defense = {
	objective_type = naval_invasion_defense
	blocked_for = {
		ENG FRA GER ITA JAP SOV USA
	}
	min_priority = 15
	max_priority = 25
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_liberate_amdo
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_subject, is_ally_with, every_other_country
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_liberate_amdo
	icon = GFX_goal_PRC_attack_ma_clique
	prerequisite = {
		focus = TIB_pressure_the_south
	} {
		focus = TIB_the_gyegu_expedition
	}
	relative_position_id = TIB_the_gyegu_expedition
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		any_other_country = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
			any_owned_state = {
				OR = {
					state = 752 1075 604 754 755
				}
			}
		}
	}
	will_lead_to_war_with = XSM
	completion_reward = {
		add_war_support = 0.05
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
				any_owned_state = {
					OR = {
						state = 752 1075 604 754 755
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					expire = 0
					type = take_state_focus
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_PAR_discipline_hierarchy_and_order
Constructs: removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_discipline_hierarchy_and_order = {
	picture = generic_intel_bonus
	name = PAR_discipline_hierarchy_and_order
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.08
		command_power_gain = 0.1
		war_stability_factor = 0.08
	}
}
### Entity: Country History
Country: PLU
Component: PLU_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/PLU - Palau.txt

Code:
# Misc for PLU
capital = 647
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: news.315
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.315
	title = news.315.t
	desc = news.315.desc
	picture = GFX_news_event_hungarian_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = news.294.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.294.b
		trigger = {
			TAG = AUS
		}
	} {
		name = news.294.c
		trigger = {
			TAG = GER
		}
	} {
		name = news.294.e
		trigger = {
			NOT = {
				TAG = HUN AUS GER
			}
		}
	}
}
### Entity: Event
Component: siam_r56.4
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_political_power, add_popularity, has_active_mission, add_days_mission_timeout
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.4
	title = SIA_r56.4.title
	desc = siam_r56.4.desc
	picture = GFX_report_event_pridi
	is_triggered_only = yes
	option = {
		name = siam_r56.4.a
		ai_chance = {
			base = 20
		}
		add_political_power = 45
		add_war_support = 0.04
		add_popularity = {
			ideology = democratic
			popularity = -0.04
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_active_mission = SIA_phahon_phonphayuhasena_steps_down_r56
			}
			add_days_mission_timeout = {
				mission = SIA_phahon_phonphayuhasena_steps_down_r56
				days = -28
			}
		}
	} {
		name = siam_r56.4.b
		ai_chance = {
			base = 20
		}
		add_political_power = 90
		add_popularity = {
			ideology = neutrality
			popularity = 0.04
		} {
			ideology = democratic
			popularity = 0.04
		}
	}
}
### Entity: Event
Component: germany.126
Constructs: is_triggered_only, ai_chance, limit, has_government, every_country, random_other_country, add_to_war, annex_country
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.126
	title = germany.126.t
	desc = germany.126.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = germany.126.a
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_government = neutrality fascism
				}
			}
		}
		random_other_country = {
			limit = {
				original_tag = AUS
				NOT = {
					tag = ROOT
				}
			}
			FROM = {
				add_to_war = {
					targeted_alliance = ROOT
					enemy = PREV
					hostility_reason = war
				}
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
				hidden_effect = {
					news_event = {
						id = news.237
					}
				}
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = germany.126.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_government = communism democratic
				}
			}
		}
		every_country = {
			limit = {
				OR = {
					tag = AUS
					original_tag = AUS
				}
			}
			FROM = {
				create_wargoal = {
					target = PREV
					type = annex_everything
				}
			}
		}
	}
}
### Entity: Decision
Component: PRC_economic_planning_cat
Constructs: has_completed_focus, add_ideas, fire_only_once, is_good, complete_effect, add_timed_idea
Source: game
File: common/decisions/PRC.txt

Code:
PRC_economic_planning_cat = {
	PRC_initialize_five_year_plan_mission = {
		icon = GFX_decision_generic_factory
		is_good = no
		days_mission_timeout = PRC_five_year_plan_length
		fire_only_once = yes
		activation = {
			has_completed_focus = PRC_initialize_five_year_plan
		}
		available = {
			AND = {
				num_of_civilian_factories = > PRC_initialize_five_year_plan_goal_civ_factories
				num_of_military_factories = > PRC_initialize_five_year_plan_goal_mil_factories
			}
		}
		complete_effect = {
			add_ideas = PRC_five_year_plan_completed
		}
		timeout_effect = {
			add_timed_idea = {
				idea = PRC_five_year_plan_failed
				days = 730
			}
		}
	}
	PRC_initialize_shorter_market_plans_mission = {
		icon = GFX_decision_generic_industry
		is_good = no
		fire_only_once = yes
		days_mission_timeout = PRC_shorter_market_plan_length
		activation = {
			has_completed_focus = PRC_establish_shorter_market_plans
		}
		available = {
			AND = {
				num_of_civilian_factories = > PRC_initialize_shorter_market_plans_goal_civ_factories
				num_of_military_factories = > PRC_initialize_shorter_market_plans_goal_mil_factories
			}
		}
		complete_effect = {
			add_ideas = PRC_shorter_market_plan_completed
		}
		timeout_effect = {
			add_timed_idea = {
				idea = PRC_shorter_market_plan_failed
				days = 365
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_siege_artillery
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_siege_artillery = {
	has_subdoctrine_in_track = infantry
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_steel_plant_in_pernik
Constructs: prerequisite, completion_reward, add_tech_bonus, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_steel_plant_in_pernik
	prerequisite = {
		focus = BUL_all_that_glitters BUL_light_metal_exploitation
	}
	icon = GFX_focus_generic_steel
	relative_position_id = BUL_national_railway_lines
	x = 0
	y = 2
	cost = 10
	available = {
		controls_state = 48
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_mineral_extraction_in_the_rhodopes
			ahead_reduction = 2
			bonus = 1.0
			uses = 1
			category = industry
		}
		48 = {
			add_resource = {
				type = steel
				amount = 6
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: JAP_embodying_empress_jingu
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_embodying_empress_jingu = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.2
	political_power_factor = 0.05
	war_support_factor = 0.1
	conscription_factor = 0.1
	generate_wargoal_tension = -0.5
}
### Entity: Character
Component: POL_vladislav_korchits
Constructs: has_completed_focus
Source: game
File: common/characters/POL.txt

Code:
POL_vladislav_korchits = {
	name = POL_vladislav_korchits
	portraits = {
		army = {
			large = GFX_portrait_POL_vladislav_korchits
			small = GFX_portrait_POL_vladislav_korchits_small
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = POL_soviet_military_staff
		}
		traits = {
			JAP_communist_sympathizer old_guard
		}
		skill = 3
		attack_skill = 2
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 2
	}
}
### Entity: Character
Component: ALB_king_zog
Source: game
File: common/characters/ALB.txt

Code:
ALB_king_zog = {
	name = ALB_king_zog
	portraits = {
		civilian = {
			large = GFX_portrait_King_Zog
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}