Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sco_focus
Component: SCO_Forced_Conscription
Constructs: prerequisite, has_war, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_Forced_Conscription
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = SCO_implement_the_total_war_theory
	}
	x = 0
	y = 1
	relative_position_id = SCO_implement_the_total_war_theory
	cost = 5
	available_if_capitulated = yes
	available = {
		OR = {
			has_war = yes
			threat = > 0.25
		}
		NOT = {
			OR = {
				has_idea = service_by_requirement scraping_the_barrel all_adults_serve
			}
		}
	}
	completion_reward = {
		add_ideas = service_by_requirement
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: 2ème Division Syrie
Constructs: division_template
Source: game
File: history/units/SYR_1936.txt

Code:
division = {
	name = 2ème Division Syrie
	location = 12473
	division_template = Brigade Coloniale
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: BAY_nt
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_nt = {
	ledger = navy
	picture = generic_navy_europe_1
	allowed = {
		original_tag = BAY
	}
	traits = {
		naval_theorist
	}
}
### Entity: Decision
Component: form_nation_mod_category
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, every_country, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
form_nation_mod_category = {
	assimilate_chiapas = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 60
		allowed = {
			OR = {
				original_tag = GUA ELS HON NIC COS
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 475
			}
		}
		available = {
			has_civil_war = no
			has_completed_focus = USC_UNIFIED_central_american_unification
			475 = {
				compliance = > 25
				is_controlled_by = ROOT
			}
		}
		visible = {
			OR = {
				has_cosmetic_tag = CRCA USC_UNIFIED
			}
			475 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		modifier = {
			political_power_factor = -0.1
			resistance_damage_to_garrison = 0.05
			resistance_growth = 0.05
		}
		remove_effect = {
			475 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	assimilate_yucatan = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 60
		allowed = {
			OR = {
				original_tag = GUA ELS HON NIC COS
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 474
			}
		}
		available = {
			has_civil_war = no
			has_completed_focus = USC_UNIFIED_central_american_unification
			474 = {
				compliance = > 25
				is_controlled_by = ROOT
			}
		}
		visible = {
			OR = {
				has_cosmetic_tag = CRCA USC_UNIFIED
			}
			474 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		modifier = {
			political_power_factor = -0.1
			resistance_damage_to_garrison = 0.05
			resistance_growth = 0.05
		}
		remove_effect = {
			474 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	assimilate_panama = {
		icon = generic_nationalism
		cost = 35
		fire_only_once = yes
		days_remove = 60
		allowed = {
			OR = {
				original_tag = GUA ELS HON NIC COS
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 937 304
			}
		}
		available = {
			has_civil_war = no
			has_completed_focus = USC_UNIFIED_central_american_unification
			937 = {
				compliance = > 25
				is_controlled_by = ROOT
			}
			304 = {
				compliance = > 25
				is_controlled_by = ROOT
			}
		}
		visible = {
			OR = {
				has_cosmetic_tag = CRCA USC_UNIFIED
			}
			937 = {
				NOT = {
					is_core_of = ROOT
				}
			}
			304 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		modifier = {
			political_power_factor = -0.1
			resistance_damage_to_garrison = 0.05
			resistance_growth = 0.05
# ... (truncated)
### Entity: State History
Component: 34
Constructs: add_core_of
Source: game
File: history/states/34-Wallonie.txt

Code:
state = {
	id = 34
	name = STATE_34
	manpower = 3043170
	resources = {
		steel = 22
		coal = 5
	}
	state_category = large_city
	history = {
		owner = BEL
		add_core_of = BEL
		victory_points = {
			3516 5
		} {
			11519 10
		} {
			9536 3
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 4
			air_base = 1
		}
	}
	provinces = {
		3516 9536 11519 13081
	}
	local_supplies = 14.0
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_45
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_45 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 45
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 45
	}
}
### Entity: Character
Component: BRD_pot
Source: game
File: common/characters/BRD.txt

Code:
BRD_pot = {
	advisor = {
		slot = political_advisor
		idea_token = BRD_pot
		allowed = {
			original_tag = BRD
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: peru.58
Constructs: is_triggered_only, add_stability, add_political_power, set_variable, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.58
	title = peru.58.t
	desc = peru.58.d
	picture = GFX_report_event_PRU_rally
	is_triggered_only = yes
	option = {
		name = peru.58.a.1
		custom_effect_tooltip = PRU_ur_loyalty_our_status_text
		set_variable = {
			PRU_ur_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_ur_be_friend
		}
		PRU_partidos_update_update_effect = yes
		add_political_power = -100
	} {
		name = peru.58.a.2
		add_stability = -0.05
		add_political_power = 70
	}
}
### Entity: Decision
Component: SOV_national_academy_of_sciences_dec_cat
Constructs: has_completed_focus, add_ideas, has_country_flag, fire_only_once, is_debug, complete_effect, set_country_flag, set_variable
Source: game
File: common/decisions/SOV.txt

Code:
SOV_national_academy_of_sciences_dec_cat = {
	SOV_debug_FASTER_AND_FREE = {
		priority = 51
		icon = eng_ally_imperialist_coup
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_completed_focus = SOV_national_academies_of_sciences
			NOT = {
				has_country_flag = SOV_debug_fast_national_academy_of_sicences_flag
			}
		}
		cost = 0
		complete_effect = {
			set_country_flag = SOV_debug_fast_national_academy_of_sicences_flag
			set_variable = {
				SOV_national_academy_of_sciences_construction_cost = 0
			} {
				SOV_national_academy_of_sciences_construction_time = 3
			}
		}
	}
	SOV_debug_BACK_TO_REGULAR_STUFF = {
		priority = 51
		icon = eng_ally_imperialist_coup
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_completed_focus = SOV_national_academies_of_sciences
			has_country_flag = SOV_debug_fast_national_academy_of_sicences_flag
		}
		cost = 0
		complete_effect = {
			clr_country_flag = SOV_debug_fast_national_academy_of_sicences_flag
			set_variable = {
				SOV_national_academy_of_sciences_construction_cost = 50
			} {
				SOV_national_academy_of_sciences_construction_time = 90
			}
		}
	}
	SOV_build_national_academy_of_sciences_independent_republic = {
		priority = 2
		icon = GFX_decision_SOV_academy_of_sciences
		ai_will_do = {
			base = 0.9
		}
		target_trigger = {
			FROM = {
				SOV_is_valid_academy_of_sciences_target = yes
			}
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			num_of_civilian_factories_available_for_projects = > 0
		}
		visible = {
			has_completed_focus = SOV_national_academies_of_sciences
			country_exists = FROM
			FROM = {
				SOV_is_valid_academy_of_sciences_target = yes
			}
			SOV_has_already_built_national_academy_of_sciences = no
		}
		fire_only_once = yes
		cost = SOV_national_academy_of_sciences_construction_cost
		days_remove = SOV_national_academy_of_sciences_construction_time
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			SOV_build_national_academy_of_sciences_effect = yes
			SOV_set_appropriate_national_academy_of_sciences_flag_effect = yes
			FROM = {
				country_event = NSB_soviet_academy_of_sciences.1
				effect_tooltip = {
					add_ideas = SOV_national_academy_of_sciences_puppet
				}
			}
		}
	}
	SOV_build_national_academy_of_sciences_integrated_re
# ... (truncated)
### Entity: Joint Focus
Component: INSHOL_begin_negotiations_soetardjo
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, add_popularity
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_begin_negotiations_soetardjo
	icon = GFX_focus_INS_begin_negotiations_soetardjo
	text_icon = INSHOL_INS_focus_style
	overlay = GFX_focus_fast_overlay_generic_clock
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_dutch_east_indies
	}
	mutually_exclusive = {
		focus = INSHOL_sideline_the_volksraad
	}
	x = -8
	y = 0
	relative_position_id = INSHOL_sideline_the_volksraad
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			INS_check_plan_true_historical = yes
		} {
			add = 2
			HOL = {
				has_completed_focus = HOL_taog_guarantee_colonial_loyalty
			}
		} {
			factor = 2
			has_completed_focus = INS_governor_general_tjarda
		} {
			factor = 100
			date = > 1937.1.1
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = INS_soetardjo_kartohadikusomo
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt INS_focus_time_reduce_tjarda_tt
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = INS_soetardjo_kartohadikusomo
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation_CHI
Source: game
File: common/ai_focuses/CHI.txt

Code:
ai_focus_aviation_CHI = {
	research = {
		air_doctrine = 50.0
		light_air = 4.0
		light_fighter = 4.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_pro_allies
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_war_support, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_pro_allies
	icon = GFX_goal_generic_military_sphere
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			has_government = democratic
		}
	}
	prerequisite = {
		focus = SWI_compromise
	}
	mutually_exclusive = {
		focus = SWI_continue_neutral
	}
	x = 3
	y = 4
	completion_reward = {
		remove_ideas = SWI_swiss_neutral
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_containment
			}
		}
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: coastal_defence_naval_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
coastal_defence_naval_manufacturer = {
	random = no
	equipment_bonus = {
		carrier = {
			build_cost_ic = -0.25
			naval_range = -0.5
		}
		capital_ship = {
			build_cost_ic = -0.25
			armor_value = -0.2
			hg_attack = -0.2
			naval_range = -0.5
		}
		screen_ship = {
			build_cost_ic = -0.25
			naval_range = -0.5
		}
		submarine = {
			build_cost_ic = -0.25
			naval_range = -0.5
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: HOL_volk_en_vaderland
Constructs: war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_volk_en_vaderland = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		war_support_factor = 0.1
	}
}
### Entity: Unit Template
Component: equipments
Constructs: maximum_speed, build_cost_ic, is_convertable
Source: game
File: common/units/equipment/x_tank_chassis.txt

Code:
equipments = {
	gw_tank_equipment = {
		year = 1914
		archetype = light_tank_chassis
		priority = 5
		visual_level = 0
		upgrades = {
			tank_reliability_upgrade tank_engine_upgrade tank_armor_upgrade tank_gun_upgrade
		}
		maximum_speed = 6
		reliability = 0.8
		defense = 4
		breakthrough = 18
		armor_value = 5
		soft_attack = 8
		hard_attack = 4
		ap_attack = 15
		air_attack = 0
		build_cost_ic = 7
		fuel_consumption = 1.0
	}
	light_tank_equipment_1 = {
		year = 1934
		archetype = light_tank_chassis
		parent = gw_tank_equipment
		priority = 10
		visual_level = 0
		is_convertable = yes
		maximum_speed = 10
		reliability = 0.8
		defense = 4
		breakthrough = 26
		hardness = 0.8
		armor_value = 10
		soft_attack = 13
		hard_attack = 4
		ap_attack = 10
		air_attack = 0
		lend_lease_cost = 10
		build_cost_ic = 8
		resources = {
			steel = 2
		}
		fuel_consumption = 2.4
	}
	light_tank_equipment_2 = {
		year = 1936
		archetype = light_tank_chassis
		parent = light_tank_equipment_1
		priority = 10
		visual_level = 1
		is_convertable = yes
		maximum_speed = 12
		reliability = 0.8
		defense = 5
		breakthrough = 36
		armor_value = 15
		soft_attack = 16
		hard_attack = 6
		ap_attack = 30
		air_attack = 0
		fuel_consumption = 2.4
		build_cost_ic = 9
		resources = {
			steel = 3
		}
	}
	light_tank_equipment_3 = {
		year = 1941
		archetype = light_tank_chassis
		parent = light_tank_equipment_2
		priority = 10
		visual_level = 2
		is_convertable = yes
		maximum_speed = 14
		reliability = 0.8
		defense = 6
		breakthrough = 46
		armor_value = 30
		soft_attack = 22
		hard_attack = 9
		ap_attack = 50
		air_attack = 0
		fuel_consumption = 2.4
		build_cost_ic = 10
		resources = {
			steel = 4
		}
	}
	light_tank_artillery_equipment_1 = {
		year = 1934
		archetype = light_tank_artillery_chassis
		priority = 20
		visual_level = 0
		can_convert_from = {
			light_tank_equipment_1
		}
		upgrades = {
			tank_reliability_upgrade tank_engine_upgrade tank_armor_upgrade tank_art_upgrade
		}
		maximum_speed = 10
		reliability = 0.8
		defense = 4
		breakthrough = 2
		hardness = 0.5
		armor_value = 5
		soft_attack = 34
		hard_attack = 0.5
		ap_attack = 4
		air_attack = 0
		build_cost_ic = 8
		resources = {
			steel = 2
			tungsten = 1
		}
		fuel_consumption = 1.2
	}
	light_tank_artillery_equipment_2 = {
		year = 1936
		archetype = light_tank_artillery_chassis
		parent = light_tank_artillery_eq
# ... (truncated)
### Entity: National Focus
Tree: tur_focus
Component: TUR_solidify_the_dictatorship
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_solidify_the_dictatorship
	icon = GFX_focus_eng_move_to_secure_the_dominions
	prerequisite = {
		focus = TUR_expand_the_centralization_efforts
	}
	mutually_exclusive = {
		focus = TUR_befriend_the_fascist_council
	}
	x = -1
	y = 1
	relative_position_id = TUR_expand_the_centralization_efforts
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 60
		add_stability = 0.02
		add_war_support = 0.02
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Idea
Component: MAN_tenko2
Constructs: stability_factor, has_government, removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_tenko2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	picture = generic_purge
	modifier = {
		political_power_cost = 0.1
		stability_factor = -0.05
		fascism_drift = 0.02
		communism_drift = -0.05
		resistance_damage_to_garrison = -0.2
		land_reinforce_rate = 0.05
		civilian_intel_factor = 0.1
		civilian_intel_to_others = -20
		intelligence_agency_defense = 2
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_NOR_general_permanent_industrial_revolution
Constructs: has_completed_focus, has_mio_size, production_bonus
Source: game
File: common/military_industrial_organization/policies/_general_policies.txt

Code:
mio_policy_NOR_general_permanent_industrial_revolution = {
	icon = GFX_idea_eng_spirit_of_the_industrial_revolution
	allowed = {
		owner = {
			NOR_AAT = yes
		}
	}
	available = {
		has_mio_size = > 5
		owner = {
			has_completed_focus = NOR_norwegian_engineering
		}
	}
	organization_modifier = {
		military_industrial_organization_research_bonus = 0.1
	}
	production_bonus = {
		same_as_mio = {
			production_resource_need_factor = -0.1
		}
	}
}
### Entity: Idea
Component: political_turmoil
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
political_turmoil = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Order of Battle
Component: 512e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 512e Rgt. de Chars de Combat
	location = 11516
	division_template = Brigade Cuirassée
	start_experience_factor = 0.2
}
### Entity: Character
Component: JUNO_defender_of_araucanian_soverighnty
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_defender_of_araucanian_soverighnty = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.05
	army_core_defence_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: bba_news.108
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.108
	title = news.23.t
	desc = bba_news.108.d
	picture = GFX_news_event_gathering_protest
	major = yes
	is_triggered_only = yes
	option = {
		name = news.23.a
		trigger = {
			NOT = {
				TAG = ITA ALB
			}
		}
	} {
		name = bba_news.108.b
		trigger = {
			TAG = ITA
		}
	} {
		name = news.23.c
		trigger = {
			TAG = ALB
		}
	}
}
### Entity: Event
Component: LaR_france_vichy_notification_events.7
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = LaR_france_vichy_notification_events.7
	title = LaR_france_vichy_notification_events.7.t
	desc = LaR_france_vichy_notification_events.7.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LaR_france_vichy_notification_events.7.a
		ai_chance = {
			factor = 100
		}
		effect_tooltip = {
			FRA = {
				FRA_transfer_syria_effect = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_recognize_german_power
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_recognize_german_power
	prerequisite = {
		focus = PRU_das_inkareich
	}
	icon = GFX_goal_PRU_german_brother
	x = 0
	y = 3
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	mutually_exclusive = {
		focus = PRU_american_reich
	}
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		has_country_flag = PRU_inkareich
		has_dlc = Trial of Allegiance
	}
	completion_reward = {
		add_political_power = 20
		country_event = {
			hours = 4
			id = peru.67
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_centre_victorious
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_centre_victorious
	icon = GFX_goal_generic_democracy
	relative_position_id = ISR_herzl_followers
	x = 0
	y = 2
	available = {
		has_country_flag = ISR_coalition_formed ISR_centre_formed
		NOT = {
			has_completed_focus = ISR_hashomer_leads ISR_mapai_cemented ISR_revisionist_revolution
		}
	}
	prerequisite = {
		focus = ISR_the_elections
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}
### Entity: Idea
Component: SHL_arg
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_arg = {
	ledger = army
	picture = generic_army_europe_4
	allowed = {
		original_tag = SHL
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: NOR_eivind_heiberg
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_eivind_heiberg = {
	name = NOR_eivind_heiberg
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_eivind_heiberg_small
		}
	}
	allowed_civil_war = {
		OR = {
			NOR_char_cw_labor_only = yes
			NOR_char_cw_trotskyist = yes
			NOR_char_cw_stalinist = yes
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_eivind_heiberg
		allowed = {
			NOR_AAT = yes
		}
		available = {
			OR = {
				has_government = democratic communism
			}
		}
		traits = {
			NOR_unionist_railway_director
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_darzhavna_aeroplanna_rabotilnitsa
Constructs: prerequisite, limit, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_darzhavna_aeroplanna_rabotilnitsa
	prerequisite = {
		focus = BUL_pilot_training_program
	} {
		focus = BUL_reorganize_the_military_industry
	}
	icon = GFX_goal_generic_air_fighter
	relative_position_id = BUL_pilot_training_program
	x = 0
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_foreign_aircraft_designers
	}
	available = {
		48 = {
			is_owned_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		48 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BUL_darzhavna_aeroplanna_rabotilnitsa
			bonus = 0.5
			uses = 2
			category = light_air
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BUL_dar_organization
			mio:BUL_dar_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BUL_dar
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_defenders_of_saint_marc
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_defenders_of_saint_marc
	icon = GFX_goal_italy_restructure_the_divisions
	prerequisite = {
		focus = VNZ_leone_di_san_marco_party VNZ_venitian_fascism
	}
	relative_position_id = VNZ_leone_di_san_marco_party
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = militarism_focus
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}