Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_separate_army_and_politics
Constructs: prerequisite, add_war_support, add_stability, completion_reward, has_idea, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_separate_army_and_politics
	icon = GFX_goal_MON_separate_army_and_politics
	prerequisite = {
		focus = MON_reject_choibalsan_advances
	}
	x = -2
	y = 1
	relative_position_id = MON_reject_choibalsan_advances
	cost = 10
	available = {
		NOT = {
			has_idea = MON_demotivated_army MON_deprived_army
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = -0.05
		add_timed_idea = {
			idea = MON_separated_army_and_politics
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_promote_republicanism
Constructs: prerequisite, add_ideas, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_promote_republicanism
	icon = GFX_goal_BUL_coa_democratic
	prerequisite = {
		focus = BUL_democracy_through_elections
	}
	relative_position_id = BUL_democracy_through_elections
	mutually_exclusive = {
		focus = BUL_strength_of_the_tsar
	}
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {
		democratic = > 0.4
	}
	completion_reward = {
		set_cosmetic_tag = BUL_republican
		add_ideas = BUL_republicanism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.12
Constructs: is_triggered_only, ai_chance, has_war_with, add_war_support, is_historical_focus_on
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.12
	title = AAT_Sweden_flashpoints.12.t
	desc = AAT_Sweden_flashpoints.12.desc
	picture = GFX_report_event_SWE_pajala_bombed_building
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.12.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.13
				days = 3
			}
		}
		add_war_support = -0.05
	} {
		name = AAT_Sweden_flashpoints.12.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.14
				days = 3
			}
		}
	}
}
### Entity: Idea
Component: KMT_sino_german_joint_research_ger_adv
Constructs: limit, has_war_with, removal_cost, has_opinion, is_coastal, has_idea, add_to_variable, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_sino_german_joint_research_ger_adv = {
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = german_advisors
	cancel = {
		OR = {
			has_war_with = GER
			GER = {
				has_opinion = {
					target = CHI
					value = < -20
				}
			}
			has_opinion = {
				target = GER
				value = < -20
			}
			NOT = {
				any_controlled_state = {
					is_coastal = yes
				}
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				NOT = {
					has_idea = KMT_sino_german_joint_research_ger_adv
				}
			}
			add_to_variable = {
				KMT_eco_ger = -300
			}
			GER = {
				country_event = {
					id = kmt.331
				}
			}
			country_event = {
				id = kmt.330
			}
		}
	}
	modifier = {
		planning_speed = 0.05
		land_doctrine_cost_factor = -0.07
		custom_modifier_tooltip = KMT_300_ger_funds_tt
	}
	research_bonus = {
		infantry_weapons = 0.1
		armor = 0.1
	}
}
### Entity: AI Strategy
Component: ETH_befriend_uk_a_little
Constructs: is_government_in_exile, check_variable, has_opinion
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_befriend_uk_a_little = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		is_government_in_exile = yes
		check_variable = {
			ETH.host_nation = ENG
		}
		ENG = {
			has_opinion = {
				target = ROOT
				value = < 60
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = ENG
		value = 400
	} {
		type = diplo_action_desire
		id = ENG
		target = improve_relation
		value = 400
	}
}
### Entity: Character
Component: AFG_follower_of_islam_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_follower_of_islam_trait = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.1
	stability_factor = 0.05
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_demand_a_referendum
Constructs: prerequisite, owns_state, has_war_with, completion_reward, cancel_if_invalid, is_subject, has_global_flag
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_demand_a_referendum
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = HUN_invite_the_habsburg_prince
	}
	mutually_exclusive = {
		focus = HUN_take_austria_by_force
	}
	x = -1
	y = 1
	relative_position_id = HUN_invite_the_habsburg_prince
	cost = 10
	cancel_if_invalid = yes yes
	ai_will_do = {
		factor = 70
	}
	available = {
		NOT = {
			has_war_with = AUS
		}
		is_subject = no
		AUS = {
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		OR = {
			AND = {
				owns_state = 4 848 153 152
			}
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		AUS = {
			country_event = {
				id = DOD_hungary.1
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_AUS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = AUS
		}
		requested_factories = 2
		progress = 0.52
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = AUS
		}
		requested_factories = 1
		progress = 0.85
		efficiency = 100
	}
}
### Entity: Idea
Component: KMT_kmt_cells
Constructs: has_completed_focus, stability_factor, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_kmt_cells = {
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_completed_focus = KMT_hundred_flowers_campaign
			CHI = {
				exists = no
			}
			is_ally_with = CHI
		}
	}
	modifier = {
		political_power_factor = -0.05
		stability_factor = -0.025
	}
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = -0.075
		defense_bonus_against = -0.1
	}
}
### Entity: Idea
Component: AST_R56_new_guard_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_new_guard_idea = {
	allowed = {
		always = no
	}
	available = {
		has_government = fascism
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		training_time_army_factor = -0.1
		conscription_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_ENG
Source: game
File: common/ai_focuses/ENG.txt

Code:
ai_focus_war_production_ENG = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B08
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B08 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^8 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B08
		value = -2000
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_aviation_cult
Constructs: prerequisite, completion_reward, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_aviation_cult
	icon = GFX_aviation_cult
	prerequisite = {
		focus = SOV_peoples_commissariat
	} {
		focus = SOV_transpolar_flights_old
	}
	x = 0
	y = 2
	relative_position_id = SOV_transpolar_flights_old
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			category = light_air medium_air heavy_air naval_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: PRC_japanese_state_available_for_infiltration_trigger
Constructs: has_war_with
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_japanese_state_available_for_infiltration_trigger = {
	OR = {
		CONTROLLER = {
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				original_tag = MAN MEN JAP
			}
		}
		PRC_is_infiltrated_by_PREV = yes
	}
}
### Entity: Country Tag
Component: COV
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/country_tag_aliases/r56_china_and_co_aliases.txt

Code:
COV = {
	target_array = global.countries
	has_country_flag = KMT_chi_puppet_overlord
	any_subject_country = {
		OR = {
			original_tag = CHI PRC
			has_completed_focus = MAN_reclaim_the_empire_2 CHI_proclaim_rival_government CHI_the_national_unity_government CHI_a_new_federalist_national_government
		} {
			OR = {
				original_tag = RNG CHI MAN CUG PRC GXC GDC SIC XIC SHX HBC SND NXM GSM XSM SIK KHM
			}
		}
		NOT = {
			has_completed_focus = CHI_seek_japanese_support
		} {
			has_country_flag = KMT_taiwan
		}
	}
	NOT = {
		OR = {
			original_tag = RNG CHI MAN CUG PRC GXC GDC SIC XIC SHX HBC SND NXM GSM XSM SIK KHM
		}
	}
	fallback = JAP
}
### Entity: Idea
Component: EAI_DD_11/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_warlords.47
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.47
	title = SEA_warlords.47.t
	desc = SEA_warlords.47.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.47.a
		ai_chance = {
			base = 50
		}
		add_political_power = 50
		add_war_support = 0.05
	} {
		name = SEA_warlords.47.b
		ai_chance = {
			base = 50
		}
		promote_character = {
			character = GXC_li_zongren
			ideology = despotism
		}
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: CZE_skoda_infantry_focus_optimization_7_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_infantry_focus_optimization_7_idea = {
	name = CZE_skoda_infantry_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		infantry_weapons = 0.14
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.14
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.14
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = 0.14
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = 0.14
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = 0.14
			instant = yes
		}
	}
	modifier = {
		materiel_manufacturer_cost_factor = -0.14
		production_speed_arms_factory_factor = 0.14
		production_lack_of_resource_penalty_factor = -0.14
		production_speed_industrial_complex_factor = -0.14
		production_factory_efficiency_gain_factor = -0.14
		factory_energy_consumption = 0.14
	}
}
### Entity: Decision
Component: CZE_skoda_focus_category
Constructs: has_dlc, is_controlled_by
Source: game
File: common/decisions/categories/CZE_decision_categories.txt

Code:
CZE_skoda_focus_category = {
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	icon = GFX_decision_category_generic_arms_trade
	priority = 12
	visible = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
}
### Entity: Modifier Reference
Component: r56_AUS_red_vienna
Constructs: has_government, has_war_with, is_controlled_by, remove_trigger, has_civil_war
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_AUS_red_vienna = {
	icon = GFX_decision_generic_merge_plant_materiel
	local_supplies_for_controller = 0.25
	local_building_slots_factor = 0.1
	local_manpower = 0.15
	state_production_speed_buildings_factor = 0.1
	enable = {
		4 = {
			is_controlled_by = AUS
		}
	}
	remove_trigger = {
		4 = {
			OR = {
				AUS = {
					has_civil_war = no
					NOT = {
						has_government = democratic communism
					}
				}
				controller = {
					NOT = {
						original_tag = AUS
						has_war_with = AUS
					}
				}
			}
		}
	}
}
### Entity: Character
Component: SOV_filipp_golikov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_filipp_golikov = {
	name = SOV_filipp_golikov
	portraits = {
		army = {
			large = GFX_portrait_SOV_filipp_golikov
			small = GFX_idea_SOV_filipp_golikov
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Name List
Component: HON
Source: game
File: common/names/00_names.txt

Code:
HON = {
	male = {
		names = {
			Alejandro Andrés Aniceto Arturo Bartolomé Basilio Benito Benjamín Bernardo Carlos Daniel Diego Doroteo Eduardo Eugenio Felipe Félix Fermín Fernando Francisco Fruto Jacobo Jesús Joaquín Jorge José Francisco José María Juan Juan Antonio Juan Pablo Julio Justo Lisandro Lorenzo Manuel Marcelino Maximiliano Máximo Óscar Pedro Ponciano Próspero Rafael Ramón Santiago Sebastián Tiburcio Tomás Toribio Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Aguilar Andino Araujo Arbenz Barahona Barillas Barrios Cabañas Cárdenas Carrera Castellanos Chamorro Chávez Corral Escalón Esquivel Estrada Ezeta Fernández Ferrera Figueroa Garrigó Guzmán Hernández Jerez Jiménez Leiva López Machado Martínez Medina Mejía Menéndez Montes Montiel Morazán Palacios Peralta Quiros Regalado Rosales Sevilla Sinibaldi Soto Terán Ubico Vasconcelos Vigil Zelaya Zeledón
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_small_arms_production
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_small_arms_production
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = QUE_quebec_arsenal QUE_sorel_steel_and_foundry
	} {
		focus = QUE_rearmement_agreement
	}
	relative_position_id = QUE_quebec_arsenal
	x = -5
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = QUE_small_arms_production
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		} {
			name = QUE_small_arms_production
			bonus = 0.5
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: improved_special_forces
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	xor = {
		advanced_special_forces
	}
	special_forces_cap = 0.1
	special_forces_training_time_factor = -0.1
	path = {
		leads_to_tech = survival_training
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = infantry_folder
		position = {
			x = 7
			y = @1940
		}
	}
	categories = {
		mountaineers_tech marine_tech para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: Idea
Component: EAI_DD_6/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_mutual_defense
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_other_country, has_idea, add_dynamic_modifier
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_mutual_defense
	icon = GFX_focus_generic_africa_defense
	x = -1
	y = 1
	prerequisite = {
		focus = COG_organization_of_african_unity
	}
	relative_position_id = COG_organization_of_african_unity
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
	}
	completion_reward = {
		custom_effect_tooltip = ETH_mutual_defense_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				is_subject = no
				has_idea = organization_of_african_unity_member_idea
			}
			country_event = {
				id = BBA_african_union_events.15
				hours = 1
			}
		}
		add_dynamic_modifier = {
			modifier = african_union_defense_agreement_modifier
		}
	}
}
### Entity: Idea
Component: idea_SIA_japan_repaying_debts_JAP
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_japan_repaying_debts_JAP = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = JAP
	}
	picture = generic_foreign_capital
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.25
	}
}
### Entity: Idea
Component: MPL_mandate1
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_mandate1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MPL
	}
	removal_cost = -1
	picture = eng_the_sun_never_sets
	modifier = {
		consumer_goods_factor = -0.15
		non_core_manpower = 0.25
		cic_to_overlord_factor = -1
		autonomy_manpower_share = -1
		mic_to_overlord_factor = -1
		weekly_manpower = 50
	}
	on_add = {
		country_lock_all_division_template = no
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_strategy
Constructs: check_variable, is_in_array, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_strategy = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_states^num = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = -500000
	} {
		type = naval_invasion_dominance_weight
		value = 50
	} {
		type = naval_invasion_focus
		value = 20
	} {
		type = invasion_unit_request
		value = 150
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_INVASION_states = THIS.id
			}
		}
	} {
		type = invasion_unit_request
		value = -1000
		state_trigger = {
			NOT = {
				is_in_array = {
					FROM.FROM.EAI_MILITARY_INVASION_states = THIS.id
				}
			}
		}
	} {
		type = front_unit_request
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_INVASION_states = THIS.id
			}
		}
	} {
		type = force_concentration_front_factor
		ratio = 0.25
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_INVASION_states = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_INVASION_objectives = THIS.id
			}
		}
	} {
		type = force_concentration_front_factor
		ratio = 0.25
		value = -50
		state_trigger = {
			NOT = {
				is_in_array = {
					FROM.FROM.EAI_MILITARY_INVASION_states = THIS.id
				}
			}
		}
	} {
		type = force_concentration_target_weight
		value = -50
		state_trigger = {
			NOT = {
				is_in_array = {
					FROM.FROM.EAI_MILITARY_INVASION_objectives = THIS.id
				}
			}
		}
	}
}
### Entity: State History
Component: 984
Constructs: add_core_of
Source: game
File: history/states/984-Zambezia-Mocambique.txt

Code:
state = {
	id = 984
	name = STATE_897
	manpower = 1386000
	state_category = pastoral
	history = {
		owner = MZB
		buildings = {
			industrial_complex = 1
			infrastructure = 2
			2123 = {
				naval_base = 1
			}
		}
		add_core_of = MZB
	}
	provinces = {
		2123 2159 2180 2202 2217 5164 10972 12971
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: POL_paramilitary
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_paramilitary = {
	sprite = 9
	random = no
	training_time_army_factor = -0.075
	resistance_growth_on_our_occupied_states = 0.75
	command_cap_increase = 30
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_traditions_worth_fighting_for
Constructs: has_completed_focus, prerequisite, has_government, add_stability, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_traditions_worth_fighting_for
	icon = GFX_focus_generic_attack_norway
	prerequisite = {
		focus = NOR_develop_the_kingdom
	}
	bypass = {
		AND = {
			has_completed_focus = NOR_traditions_and_monarchy
			has_government = neutrality
		}
	}
	x = 0
	y = 2
	relative_position_id = NOR_traditions_and_monarchy
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			neutrality = > 0.3
		}
	}
	available = {
		has_civil_war = no
		neutrality = > 0.25
	}
	completion_reward = {
		country_event = {
			hours = 6
			id = naw_norway.75
		}
		custom_effect_tooltip = NOR_traditions_worth_fighting_for_tt
		army_experience = 20
		add_stability = -0.2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Country History
Country: SKK
Component: SKK_technology
Constructs: set_technology
Source: game
File: history/countries/SKK - Sikkim.txt

Code:
# Starting Technologies for SKK
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_coastal_defense
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, has_government, completion_reward, has_hide_rule, is_controlled_by
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_coastal_defense
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = NOR_restart_public_investment NOR_patrol_our_coast
	}
	x = -1
	y = 1
	relative_position_id = NOR_restart_public_investment
	offset = {
		x = -1
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_vote_of_no_confidence
		}
	}
	cost = 5
	available = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
				NOT = {
					OR = {
						state = 110 144
					}
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
					limit_to_victory_point = yes
				}
			}
		}
		110 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
		144 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
		unlock_decision_tooltip = {
			decision = NOR_public_investment_drive
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}