Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: BALTIC_german_tank_licences
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_german_tank_licences
	icon = GFX_goal_generic_army_tanks
	dynamic = yes
	prerequisite = {
		focus = BALTIC_axis_investments
	}
	x = 1
	y = 1
	relative_position_id = BALTIC_axis_investments
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				give_fascist_tank_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = light_tank_chassis
					seller_tags = {
						GER
					}
				}
			}
		}
		else_if = {
			limit = {
				suitable_fascist_major_in_europe = yes
			}
			random_other_country = {
				limit = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
				give_fascist_tank_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = light_tank_chassis
					seller_trigger = is_fascist_seller_trigger
				}
			}
		} {
			limit = {
				JAP = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			JAP = {
				give_fascist_tank_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = light_tank_chassis
					seller_tags = {
						JAP
					}
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				give_fascist_tank_licences = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAlbania.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Albania.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Countries (file link) ‎ (← links | edit)

Norway (file link) ‎ (← links | edit)

Germany (file link) ‎ (← links | edit)

France (file link) ‎ (← links | edit)

Italy (file link) ‎ (← links | edit)

Soviet Union (file link) ‎ (← links | edit)

United States (file link) ‎ (← links | edit)

United Kingdom (file link) ‎ (← links | edit)

Sweden (file link) ‎ (← links | edit)

Japan (file link) ‎ (← links | edit)

Netherlands (file link) ‎ (← links | edit)

Belgium (file link) ‎ (← links | edit)

Luxembourg (file link) ‎ (← links | edit)

Denmark (file link) ‎ (← links | edit)

Yugoslavia (file link) ‎ (← links | edit)

Czechoslovakia (file link) ‎ (← links | edit)

Poland (file link) ‎ (← links | edit)

Colombia (file link) ‎ (← links | edit)

Turkey (file link) ‎ (← links | edit)

Ethiopia (file link) ‎ (← links | edit)

Argentina (file link) ‎ (← links | edit)

Brazil (file link) ‎ (← links | edit)

Canada (file link) ‎ (← links | edit)

Switzerland (file link) ‎ (← links | edit)

Albania (file link) ‎ (← links | edit)

Austria (file link) ‎ (← links | edit)

Ecuador (file link) ‎ (← links | edit)

Venezuela (file link) ‎ (← links | edit)

Panama (file link) ‎ (← links | edit)

Romania (file link) ‎ (← links | edit)

Latvia (file link) ‎ (← links | edit)

Estonia (file link) ‎ (← links | edit)

Lithuania (file link) ‎ (← links | edit)

Bulgaria (file link) ‎ (← links | edit)

Finland (file link) ‎ (← links | edit)

Greece (file link) ‎ (← links | edit)

Portugal (file link) ‎ (← links | edit)

Ireland (file link) ‎ (← links | edit)

User:SaintDaveUK/sandbox (file link) ‎ (← links | edit)

Template:Country navbox (file link) ‎ (← links | edit)

British Raj (file link) ‎ (← links | edit)

Cuba (file link) ‎ (← links | edit)

Hungary (file link) ‎ (← links | edit)

Slovakia (file link) ‎ (← links | edit)

Paraguay (file link) ‎ (← links | edit)

Tannu Tuva (file link) ‎ (← links | edit)

Philippines (file link) ‎ (← links
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_transpolar_flights
Constructs: completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_transpolar_flights
	icon = GFX_SOV_transpolar_flights_ccp_2d_sov_compatibility
	x = 10
	y = 0
	relative_position_id = SOV_infrastructure_effort_nsb
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 50
	}
}
### Entity: Effect Reference
Construct: add_mastery_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mastery_bonus

* Supported Scopes: COUNTRY
* Supported Targets: none

Get a bonus to doctrine mastery gain for a certain duration.

	You can use flexible filters to have this effect apply to all tracks that match the specified
	folder, grand doctrine, subdoctrine or specific track. If a certain filter is not present, it will be counted as a pass.
	For example, you can add mastery to all active tracks in all folders by not specifying any filters at all.

	### Examples
	```
	GER = {
		add_mastery_bonus = {
			bonus = 0.1							# Bonus factor, e.g. 0.1 = +10%
			days = 90							# Number of days to apply the daily mastery gain for
			name = [loc]                        # Loc key - will be used in descriptions to show the source of the mastery gain

			# FILTERS:
			folder = land						# Optional - will filter by tracks in the specified folder
			grand_doctrine = mobile_warfare		# Optional - will filter by tracks in folders with the specified grand doctrine
			sub_doctrine = mobile_infantry		# Optional - will filter by tracks with the specified subdoctrine
			track = infantry					# Optional - will filter by tracks of the specified type
			index = 1							# Optional - will filter by the track index within the folder (0-indexed).
		}
	}
	```
### Entity: Event
Component: austria.111
Constructs: is_triggered_only, ai_chance, limit, set_global_flag, add_state_core, has_variable, add_to_variable, set_variable
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.111
	title = austria.111.t
	desc = austria.111.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = austria.111.a
		set_global_flag = AUS_HUN_didnt_get_transylvania
		add_state_core = 956
		if = {
			limit = {
				has_variable = AUS_hungary_mad_counter
			}
			add_to_variable = {
				AUS_hungary_mad_counter = 1
			}
		}
		else = {
			set_variable = {
				AUS_hungary_mad_counter = 1
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				check_variable = {
					AUS_hungary_mad_counter = > 1
				}
			}
		}
	} {
		name = austria.111.b
		trigger = {
			is_subject_of = AUS
		}
		custom_effect_tooltip = AUS_will_lead_to_war
		add_state_core = 956
		AUS = {
			set_autonomy = {
				target = HUN
				autonomy_state = autonomy_free
				end_wars = no
				end_civil_wars = no
			}
			set_country_flag = AUS_hungary_revolted
		} {
			country_event = {
				id = austria.105
				days = 1
				random_hours = 12
			}
		}
		HUN = {
			leave_faction = yes
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				check_variable = {
					AUS_hungary_mad_counter = > 1
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: naval_carrier
Constructs: is_major, has_tech
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
naval_carrier = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_carrier
	}
	priority = {
		factor = 10
		modifier = {
			factor = 0
			num_of_naval_factories = < 25
		} {
			factor = 50
			is_major = yes
		} {
			num_of_naval_factories = > 50
			factor = 10
		}
	}
	carrier_early = {
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_carrier
				factor = 0
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = empty
				mid_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_deck_space ship_anti_air ship_secondaries ship_fire_control_system heavy_ship_engine carrier_ship_engine ship_radar ship_carrier_armor
		}
	}
	carrier_basic = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_carrier
				factor = 0
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_carrier_1
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = empty
				front_1_custom_slot = ship_deck_space
				mid_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_deck_space ship_anti_air ship_secondaries ship_fire_control_system carrier_ship_engine ship_radar ship_carrier_armor
		}
	}
	carrier_improved = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_carrier
				factor = 0
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_carrier_2
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = carrier_ship_eng
# ... (truncated)
### Entity: Character
Component: ERI_aco2
Source: game
File: common/characters/ERI.txt

Code:
ERI_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = ERI_aco2
		allowed = {
			original_tag = ERI
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Event
Component: AFG_political_events.101
Constructs: is_triggered_only, ai_chance, limit, create_dynamic_country, set_country_flag, set_politics, set_cosmetic_tag, set_research_slots
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.101
	title = AFG_political_events.101.t
	desc = AFG_political_events.101.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.101.a
		ai_chance = {
			base = 10
		}
		create_dynamic_country = {
			original_tag = PER
			set_country_flag = AFG_khorasan_flag
			set_politics = {
				ruling_party = ROOT
			}
			set_cosmetic_tag = AFG_khorasan
			set_research_slots = 2
			reserve_dynamic_country = yes
			every_state = {
				limit = {
					has_state_flag = AFG_transferable_khorasan_state
				}
				transfer_state_to = PREV
			} {
				limit = {
					OR = {
						state = 1004 416 1003
					}
				}
				add_core_of = PREV
			}
			ROOT = {
				puppet = PREV
			}
		}
	}
}
### Entity: Character
Component: PRC_rocket_force
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_rocket_force = {
	random = no
	sprite = 13
	rocket_attack_factor = 0.15
	production_speed_rocket_site_factor = 0.05
	modifier_army_sub_unit_category_rocket_artillery_attack_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_6/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: JAP_government_faction_goes_down_from_tier_2_to_tier_1
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_government_faction_goes_down_from_tier_2_to_tier_1 = {
	swap_ideas = {
		remove_idea = JAP_government_faction_tier_2
		add_idea = JAP_government_faction_tier_1
	}
}
### Entity: AI Strategy
Component: r56_latin_america_be_nice_to_germany_early
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_latin_america_be_nice_to_germany_early = {
	allowed = {
		OR = {
			original_tag = ARG VEN PRU BOL CHL PAR URG BRA COS NIC ELS GUA DOM COL
		}
	}
	enable = {
		ROOT = {
			exists = yes
		} {
			OR = {
				has_government = democratic neutrality
			}
		}
		date = < 1937.5.1
		threat = < 0.15
		GER = {
			has_war = no
		} {
			OR = {
				NOT = {
					has_government = democratic communism
				}
			}
		}
		country_exists = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = GER
		value = 15
	}
}
### Entity: Decision
Component: form_baltic_federation_category
Constructs: has_completed_focus, has_dlc, is_subject, has_global_flag, has_cosmetic_tag, complete_effect, set_cosmetic_tag, add_core_of
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_baltic_federation_category = {
	form_baltic_federation = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = EST LAT LIT
			} {
				has_dlc = Waking the Tiger No Step Back
			}
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_estonia_required_states_tt
				controls_state = 13 191 811 812 813
			} {
				tooltip = form_country_latvia_required_states_tt
				controls_state = 12 190 808 809 810
			} {
				tooltip = form_country_lithuania_required_states_tt
				controls_state = 11 189 814 815
			}
		}
		visible = {
			OR = {
				original_tag = EST LAT LIT
			}
			NOT = {
				has_global_flag = form_baltic_federation_flag
			} {
				has_cosmetic_tag = LIVONIA
			} {
				has_completed_focus = LIT_claim_livonia_monarchy
			} {
				has_completed_focus = LIT_POL_union
			}
		}
		complete_effect = {
			set_cosmetic_tag = BAL_UNIFIED
			custom_effect_tooltip = form_country_estonia_coring_states_tt form_country_latvia_coring_states_tt form_country_lithuania_coring_states_tt
			hidden_effect = {
				13 = {
					add_core_of = ROOT
				}
				191 = {
					add_core_of = ROOT
				}
				811 = {
					add_core_of = ROOT
				}
				812 = {
					add_core_of = ROOT
				}
				813 = {
					add_core_of = ROOT
				}
			} {
				12 = {
					add_core_of = ROOT
				}
				190 = {
					add_core_of = ROOT
				}
				808 = {
					add_core_of = ROOT
				}
				809 = {
					add_core_of = ROOT
				}
				810 = {
					add_core_of = ROOT
				}
			} {
				11 = {
					add_core_of = ROOT
				}
				189 = {
					add_core_of = ROOT
				}
				188 = {
					add_core_of = ROOT
				}
				784 = {
					add_core_of = ROOT
				}
				814 = {
					add_core_of = ROOT
				}
				815 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = wtt_news.60
					hours = 6
				}
				set_global_flag = form_baltic_federation_flag
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Effects
Source: wiki
File: wiki/Template%3AVersion.html

Doc:
Effects
Puts the including page into Category:Timeless for articles that don't have time sensitive content or puts it into Category:Outdated if it is not up to date.
### Entity: Character
Component: KUW_pot
Source: game
File: common/characters/KUW.txt

Code:
KUW_pot = {
	advisor = {
		slot = political_advisor
		idea_token = KUW_pot
		allowed = {
			original_tag = KUW
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Idea
Component: ITA_political_reforms_intelligence_no_lar
Constructs: has_completed_focus, stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_political_reforms_intelligence_no_lar = {
	name = ITA_political_reforms
	removal_cost = -1
	picture = generic_constitutional_guarantees
	allowed = {
		original_tag = ITA
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		has_completed_focus = ITA_monarchia_d_italia
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.1
		subversive_activites_upkeep = -0.15
		foreign_subversive_activites = -0.15
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_ban_communism
Constructs: prerequisite, limit, remove_ideas, has_country_flag, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_ban_communism
	icon = GFX_goal_anti_comintern_pact
	relative_position_id = CHL_consolidate_the_government
	x = 9
	y = 1
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	prerequisite = {
		focus = CHL_the_spread_of_fascism
	}
	ai_will_do = {
		factor = 100
	}
	available = {
		fascism = > 0.1
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_timed_idea = {
			idea = CHL_communist_ban
			days = 365
		}
	}
}
### Entity: Event
Component: AAT_norway_communist.7
Constructs: is_triggered_only
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_communist.7
	title = AAT_norway_communist.7.t
	desc = AAT_norway_communist.7.desc
	picture = report_event_NOR_royal_family_exiled
	is_triggered_only = yes
	option = {
		name = AAT_norway_communist.7.a
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_630
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_630 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 630
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 630
	}
}
### Entity: Scripted Effect
Component: NOR_add_10_convoys
Constructs: add_equipment_to_stockpile
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_add_10_convoys = {
	add_equipment_to_stockpile = {
		type = convoy_1
		amount = 10
		producer = NOR
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_tourism_based_industry
Constructs: shared_focus, add_ideas, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_tourism_based_industry
	icon = GFX_focus_mex_privatisation
	x = 33
	y = 0
	cost = 5
	ai_will_do = {
		base = 5
		modifier = {
			add = 20
		}
	} {
		factor = 5
		modifier = {
			is_historical_focus_on = no
			add = 20
		}
	}
	mutually_exclusive = {
		focus = PLY_agriculture_based_economy
	}
	completion_reward = {
		add_ideas = NIU_tourism_idea_i
	}
}
### Entity: Idea
Component: LIE_emergency_commissions_idea_2
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_emergency_commissions_idea_2 = {
	name = LIE_emergency_commissions
	picture = generic_goods_red_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_lack_of_resource_penalty_factor = -0.1
		production_factory_efficiency_gain_factor = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: GER_manfred_von_ardenne
Source: game
File: common/characters/GER.txt

Code:
GER_manfred_von_ardenne = {
	name = GER_manfred_von_ardenne
	portraits = {
		army = {
			large = GFX_portrait_GER_manfred_von_ardenne
		}
	}
	scientist = {
		traits = {
			scientist_trait_electronics_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_uphold_the_cavalry_primacy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_uphold_the_cavalry_primacy
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = TAN_army_modernization
	}
	mutually_exclusive = {
		focus = TAN_establish_a_armor_corp TAN_mechanization_effort
	}
	x = 3
	y = 1
	relative_position_id = TAN_army_modernization
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_old_heritage_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.31
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.31
	title = BBA_ethiopia_exile_events.31.t
	desc = BBA_ethiopia_exile_events.31.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_conference
	option = {
		name = BBA_ethiopia_exile_events.31.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_revolutionary_strength_tt_effect
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_revolutionary_strength_tt_effect = {
	if = {
		limit = {
			check_variable = {
				FROM.influence_point_count = 0
			}
		}
		custom_effect_tooltip = INS_current_revolution_strength_0_tt
	}
	else_if = {
		limit = {
			check_variable = {
				FROM.influence_point_count = 1
			}
		}
		custom_effect_tooltip = INS_current_revolution_strength_1_tt
	} {
		limit = {
			check_variable = {
				FROM.influence_point_count = 2
			}
		}
		custom_effect_tooltip = INS_current_revolution_strength_2_tt
	} {
		limit = {
			check_variable = {
				FROM.influence_point_count = 3
			}
		}
		custom_effect_tooltip = INS_current_revolution_strength_3_tt
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_flamethrower_support_design_focus
Constructs: has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_medium_flamethrower_support_design_focus = {
	EAI_DESIGN_ARMOR_armored_engineer_production_focus = yes
	EAI_medium_flamethrower_support_tech_focus = yes
	OR = {
		AND = {
			EAI_MARM_equipment_production = yes
			has_design_based_on = medium_tank_chassis
		} {
			EAI_HARM_equipment_production = yes
			has_design_based_on = heavy_tank_chassis
		} {
			EAI_amphibious_tech_focus = yes
			has_design_based_on = medium_tank_amphibious_chassis
		} {
			EAI_amphibious_tech_focus = yes
			has_design_based_on = heavy_tank_amphibious_chassis
		}
	}
}