Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_forced_abdication
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, retire_character
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_forced_abdication
	icon = GFX_focus_rom_abdicate
	prerequisite = {
		focus = SWE_snap_election SWE_launch_red_coup
	}
	relative_position_id = SWE_swedish_communism
	x = 0
	y = 3
	cost = 2
	bypass = {
		NOT = {
			has_idea = SWE_royal_sabotage
		}
	}
	completion_reward = {
		remove_ideas = SWE_royal_sabotage
		news_event = sweden_soviet.60
		SWE_generate_characters_communism = yes
		hidden_effect = {
			retire_character = SWE_olof_thornell SWE_erik_af_edholm SWE_folke_hogberg SWE_ernst_linder SWE_thord_bonde SWE_viking_tamm SWE_helge_jung SWE_ivar_holmquist SWE_folke_bernadotte SWE_claes_lindstrom SWE_gunnar_bjurner SWE_gosta_ehrensvard SWE_charles_de_champs SWE_helge_stromback SWE_fabian_tamm
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_nationalization_of_foreign_industrial_assets
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, is_subject, every_other_country
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_nationalization_of_foreign_industrial_assets
	icon = GFX_focus_generic_communist_industry
	x = -4
	y = 1
	prerequisite = {
		focus = COG_the_lion_roars COG_kasa_vubus_first_cabinet
	}
	relative_position_id = COG_the_lion_roars
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {

	}
	available = {
		is_subject = no
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					has_government = ROOT
				}
				is_major = yes
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = nationalzied_foreign_assets_op_modifier
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: debtcenter_category
Constructs: add_equipment_to_stockpile, limit, political_power_gain, add_war_support, has_country_flag, is_major, add_stability, fire_only_once
Source: game
File: common/decisions/equipmentmarket.txt

Code:
debtcenter_category = {
	TOY_small_debt_payment = {
		icon = hol_attract_foreign_investors
		days_re_enable = 1
		days_remove = 25
		cost = 50
		visible = {
			always = yes
		}
		available = {
			NOT = {
				has_decision = TOY_large_debt_payment
			}
			check_variable = {
				IFC_var = > 0.04
			}
		}
		complete_effect = {

		}
		modifier = {
			consumer_goods_factor = 0.05
			political_power_gain = -0.05
		}
		remove_effect = {
			ROOT = {
				custom_effect_tooltip = IFC_remove5
				subtract_from_variable = {
					var = IFC_var
					value = 0.05
				}
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
	TOY_large_debt_payment = {
		icon = hol_attract_foreign_investors
		days_re_enable = 1
		days_remove = 25
		cost = 100
		visible = {
			always = yes
		}
		available = {
			NOT = {
				has_decision = TOY_small_debt_payment
			}
			check_variable = {
				IFC_var = > 0.09
			}
		}
		complete_effect = {

		}
		modifier = {
			consumer_goods_factor = 0.1
			political_power_gain = -0.1
		}
		remove_effect = {
			ROOT = {
				custom_effect_tooltip = IFC_remove10
				subtract_from_variable = {
					var = IFC_var
					value = 0.1
				}
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
	TOY_private_industry_sugar_fac = {
		icon = GFX_decision_generic_factory
		days_re_enable = 132
		days_remove = 50
		cost = 100
		visible = {
			always = yes
		}
		available = {

		}
		complete_effect = {

		}
		modifier = {
			consumer_goods_factor = 0.05
			political_power_gain = -0.1
		}
		remove_effect = {
			hidden_effect = {
				if = {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = IFC_dynamic_modifier
								scope = ROOT
							}
						}
					}
					add_dynamic_modifier = {
						modifier = IFC_dynamic_modifier
					}
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_political_power = 5
			add_stability = 0.01
			ROOT = {
				custom_effect_tooltip = IFC_add
				add_to_variable = {
					var = IFC_var
					value = 0.05
				}
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
	TOY_private_industry_leather_fac = {
		icon = GFX_decision_generic_factory
		days_re_enable = 132
		days_remove = 50
		cost = 100
		visibl
# ... (truncated)
### Entity: Joint Focus
Component: NORDIC_civilian_contributions
Constructs: prerequisite, joint_focus, add_timed_idea
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_civilian_contributions
	icon = GFX_focus_SWI_issue_war_bonds
	prerequisite = {
		focus = NORDIC_nordic_industry
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_nordic_industry
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_civilian_factories = > 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_timed_idea = {
			idea = NORDIC_development_fund_originator_ns
			days = 365
		}
	}
	completion_reward_joint_member = {
		add_timed_idea = {
			idea = NORDIC_development_fund_member_ns
			days = 365
		}
	}
}
### Entity: Name List
Component: DNZ
Source: game
File: common/names/00_names.txt

Code:
DNZ = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie Hildegard
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Danzig Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_indonesian_assault_doctrine
Constructs: prerequisite, add_war_support, completion_reward, has_war_support, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_indonesian_assault_doctrine
	icon = GFX_goal_generic_army_artillery2
	available = {

	}
	prerequisite = {
		focus = INS_commander_oerip
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_commander_oerip
	cost = 10
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 0.5
			has_war_support = < 0.5
		} {
			add = 1
			has_war_support = < 0.35
		} {
			add = 1
			has_war_support = < 0.25
		} {
			add = 1
			has_war_support = < 0.2
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_army_attack_factor
			value = 0.05
			tooltip = army_attack_factor_tt
		} {
			var = INS_peoples_security_army_army_core_attack_factor
			value = 0.15
			tooltip = army_core_attack_factor_tt
		}
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: INS_JAP_repaying_industrialists
Constructs: removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_JAP_repaying_industrialists = {
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_economic_crisis
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: AI Strategy
Component: USA_ask_ENG_FRA_for_access_before_war
Constructs: is_in_faction_with, has_military_access_to
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_ask_ENG_FRA_for_access_before_war = {
	allowed = {
		tag = USA
	}
	enable = {
		date = > 1940.9.9
		NOT = {
			OR = {
				is_in_faction_with = ENG
				has_military_access_to = ENG
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = military_access
		value = 1000
	} {
		type = diplo_action_desire
		id = FRA
		target = military_access
		value = 1000
	}
}
### Entity: Character
Component: SIL_prince_of_pless_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SIL_prince_of_pless_trait = {
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
	stability_factor = 0.1
}
### Entity: Character
Component: YUN_zhang_banghan
Source: game
File: common/characters/YUN.txt

Code:
YUN_zhang_banghan = {
	name = YUN_zhang_banghan
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_asia_generic_land_2.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = YUN_zhang_banghan
		allowed = {
			original_tag = YUN
		}
		traits = {
			linchpin_of_infrastructure_leader
		}
	}
}
### Entity: State History
Component: 998
Constructs: add_core_of, add_to_array
Source: game
File: history/states/998-Southern Schleswig.txt

Code:
state = {
	id = 998
	name = STATE_998
	manpower = 428150
	state_category = developed_rural
	history = {
		victory_points = {
			11366 1
		}
		owner = GER
		buildings = {
			infrastructure = 3
		}
		add_core_of = GER SHL
		add_to_array = {
			state_victory_points = 11366
		}
	}
	provinces = {
		317 11366 3231
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_focus_on_cattle_and_wool
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_focus_on_cattle_and_wool
	icon = GFX_focus_CHL_focus_on_cattle_and_wool
	relative_position_id = CHL_expand_the_agricultural_field
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_expand_the_agricultural_field
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
		has_civil_war = no
	}
	completion_reward = {
		add_ideas = CHL_cattle_and_wool
	}
}
### Entity: Order of Battle
Component: 6. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 6. Kuva-yi Milliye Tugayi
	location = 4112
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Character
Component: RAJ_GOE_mughal_army_command_1
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mughal_army_command_1 = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_india_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = RAJ_GOE_mughal_army_command_1
		ledger = army
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_the_mughal_uprising
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: NZL_MEC_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		NZL_CAV_01
	}
	fallback_name = %d Mechanised Division
	ordered = {
		1 = {
			%dst NZ Mechanised Division
		}
		2 = {
			%dnd NZ Mechanised Division
		}
		3 = {
			%drd NZ Mechanised Division
		}
		4 = {
			%dth NZ Mechanised Division
		}
		5 = {
			%dth NZ Mechanised Division
		}
		6 = {
			%dth NZ Mechanised Division
		}
		7 = {
			%dth NZ Mechanised Division
		}
		8 = {
			%dth NZ Mechanised Division
		}
		9 = {
			%dth NZ Mechanised Division
		}
		10 = {
			%dth NZ Mechanised Division
		}
		11 = {
			%dth NZ Mechanised Division
		}
		12 = {
			%dth NZ Mechanised Division
		}
		13 = {
			%dth NZ Mechanised Division
		}
		14 = {
			%dth NZ Mechanised Division
		}
		15 = {
			%dth NZ Mechanised Division
		}
		16 = {
			%dth NZ Mechanised Division
		}
		17 = {
			%dth NZ Mechanised Division
		}
		18 = {
			%dth NZ Mechanised Division
		}
		19 = {
			%dth NZ Mechanised Division
		}
		20 = {
			%dth NZ Mechanised Division
		}
		21 = {
			%dst NZ Mechanised Division
		}
		22 = {
			%dnd NZ Mechanised Division
		}
		23 = {
			%drd NZ Mechanised Division
		}
	}
}
### Entity: AI Strategy
Component: BUL_historical_r56
Constructs: is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/BUL_r56_historical_strategy_plan.txt

Code:
BUL_historical_r56 = {
	name = R56 Bulgarian historical plan
	desc = 
	allowed = {
		original_tag = BUL
	}
	enable = {
		is_historical_focus_on = yes
		has_focus_tree = bulgaria_focus_r56
	}
	abort = {

	}
	ai_national_focuses = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		BUL_restore_spirit_tarnovo_constitution = 0
		BUL_diplomatic_mission_to_the_soviet_union = 0
		BUL_concessions_to_lukov = 0
	}
}
### Entity: Idea
Component: r56_generic_broad_paramilitary_squadrons_idea
Constructs: has_war, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_broad_paramilitary_squadrons_idea = {
	picture = MEX_politicised_army_2
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.02
		fascism_acceptance = 20
		army_org_factor = 0.04
		surrender_limit = 0.02
	}
}
### Entity: Decision
Component: support_polish_falange_decisions
Constructs: has_government, fire_only_once, add_political_power, complete_effect, add_timed_idea, remove_effect, has_political_power, add_command_power
Source: game
File: common/decisions/LIT.txt

Code:
support_polish_falange_decisions = {
	LIT_promote_fascism = {
		icon = hol_draw_up_staff_plans
		available = {

		}
		visible = {

		}
		fire_only_once = no
		cost = 50
		days_remove = 70
		complete_effect = {
			POL = {
				add_timed_idea = {
					idea = LIT_fascist_propaganda
					days = 70
				}
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			base = 10
		}
	}
	LIT_promote_falange_militancy = {
		icon = hol_draw_up_staff_plans
		available = {

		}
		visible = {

		}
		fire_only_once = no
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		days_remove = 70
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
			}
			POL = {
				add_timed_idea = {
					idea = LIT_falange_militancy
					days = 70
				}
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			base = 10
		}
	}
	LIT_ignite_civil_war_in_POL = {
		available = {
			POL = {
				fascism = > 0.4
				NOT = {
					has_government = fascism
				}
			}
		}
		visible = {

		}
		fire_only_once = no
		cost = 75
		complete_effect = {
			effect_tooltip = {
				POL = {
					start_civil_war = {
						ideology = fascism
						size = 0.5
					}
				}
			}
			hidden_effect = {
				POL = {
					country_event = LIT_events.10
				}
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_investments_in_civ_railways
Constructs: has_completed_focus, prerequisite, limit, joint_focus, completion_reward, has_cosmetic_tag, has_subject, is_subject_of
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_investments_in_civ_railways
	icon = GFX_focus_generic_railroad
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			NOT = {
				custom_trigger_tooltip = {
					tooltip = INS_is_union_tt
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		else = {
			OR = {
				AND = {
					original_tag = HOL
					has_subject = INS
				} {
					original_tag = INS
					is_subject_of = HOL
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_reduce_land_ownership_taxes
	}
	mutually_exclusive = {

	}
	x = 3
	y = 1
	relative_position_id = INSHOL_reduce_land_ownership_taxes
	cost = 10
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 0.5
			original_tag = HOL
			date = > 1937.1.1
		} {
			add = 1
			original_tag = HOL
			date = > 1938.1.1
		} {
			add = 1
			original_tag = HOL
			date = > 1939.1.1
		} {
			add = 2
			original_tag = INS
			compare_autonomy_progress_ratio = < 0.8 > 0.3
		} {
			add = 2
			original_tag = INS
			compare_autonomy_progress_ratio = < 0.8 > 0.3
			date = > 1937.1.1
		} {
			add = 2
			original_tag = INS
			has_completed_focus = INSHOL_begin_negotiations_soetardjo
		} {
			add = 5
			original_tag = INS
			compare_autonomy_progress_ratio = < 0.3
		}
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = INS_is_union_tt
						INS = {
							has_cosmetic_tag = INS_UNION
						}
					}
				}
			}
			if = {
				limit = {
					original_tag = INS
				}
				custom_effect_tooltip = INSHOL_investments_in_civ_railways_tt
				hidden_effect = {
					add_autonomy_score = {
						value = 250
						localization = INSHOL_investments_in_civ_railways
					}
				}
			}
			else_if = {
				limit = {
					original_tag = HOL
				}
				custom_effect_tooltip = INSHOL_investments_in_civ_railways_tt
				hidden_effect = {
					INS = {
						add_autonomy_score = {
							value = -250
							localization = INSHOL_investments_in_civ_railways
						}
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_request_membership_allies
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_request_membership_allies
	icon = GFX_focus_ARG_join_the_allies
	prerequisite = {
		focus = PER_increase_oil_sales
	}
	x = 0
	y = 1
	relative_position_id = PER_increase_oil_sales
	cost = 10
	available = {
		is_subject = no
		has_government = democratic
		is_in_faction = no
	}
	bypass = {
		OR = {
			is_subject = yes
			OR = {
				AND = {
					is_in_faction_with = ENG
					ENG = {
						has_government = democratic
						is_faction_leader = yes
					}
				} {
					is_in_faction_with = USA
					USA = {
						has_government = democratic
						is_faction_leader = yes
					}
				}
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						OR = {
							tag = ENG
							is_in_faction_with = ENG
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
		ELSE_IF = {
			limit = {
				USA = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						OR = {
							tag = USA
							is_in_faction_with = USA
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_the_big_guns
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_the_big_guns
	text = MNC_the_big_guns
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = MICRO_develop_indigenous_models
	}
	relative_position_id = MICRO_develop_indigenous_models
	cost = 10
	x = 0
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = bb_tech
		} {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POR_timorese_coffe_and_sandalwood_exports_idea
Constructs: owns_state, is_owned_by, is_subject_of, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_timorese_coffe_and_sandalwood_exports_idea = {
	picture = ETH_coffee_exports
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	cancel = {
		721 = {
			NOT = {
				is_owned_by = ROOT
				any_country = {
					is_subject_of = ROOT
					owns_state = PREV
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		resource_trade_cost_bonus_per_factory = 1
		custom_modifier_tooltip = POR_if_lose_timor_exports_die_tt
	}
}
### Entity: Technology
Component: artillery4
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipments = {
		artillery_equipment_3
	}
	armored_car = {
		soft_attack = 0.1
	}
	enable_equipment_modules = {
		tank_medium_cannon_2
	}
	path = {
		leads_to_tech = artillery5
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1942
	folder = {
		name = artillery_folder
		position = {
			x = 0
			y = 10
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			date = > 1941.1.9
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 5
			date = > 1942.1.6
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_develop_domestic_railways
Constructs: prerequisite, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_develop_domestic_railways
	icon = GFX_goal_generic_train_2
	prerequisite = {
		focus = LIE_tools_modernization
	}
	x = 1
	y = 1
	relative_position_id = LIE_tools_modernization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = r56_USA_mobilize_the_railways_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		997 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = {
					id = 6680
				}
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_plea_to_lon
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_plea_to_lon
	icon = GFX_goal_CZE_petition_league_of_nations
	prerequisite = {
		focus = ETH_national_mobilization
	}
	x = 8
	y = 2
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {
		has_idea = second_italo_ethiopian_war
		has_war_with = ITA
		ITA = {
			has_capitulated = no
		}
	}
	bypass = {

	}
	completion_reward = {
		add_political_power = 75
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					is_in_faction_with = ITA
					has_war_together_with = ITA
					has_government = fascism
				}
			}
			PREV = {
				add_opinion_modifier = {
					target = ITA
					modifier = unprovoked_aggression
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}