Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_LAW_wants_women_in_the_workforce
Constructs: has_country_flag, has_idea
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_women_in_the_workforce = {
	NOT = {
		has_country_flag = EAI_women_in_the_workforce_taken
	}
	has_idea = tot_economic_mobilisation
}
### Entity: Idea
Component: MAN_five_races_under_one_union
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_five_races_under_one_union = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_five_races
	modifier = {
		political_power_gain = 0.15
		monthly_population = 0.1
		political_advisor_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_allocate_funds_to_rop
Constructs: prerequisite, completion_reward, is_ally_with, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_allocate_funds_to_rop
	icon = GFX_goal_CZE_rop
	prerequisite = {
		focus = CZE_R56_ramp_up_cement_production
	}
	x = -2
	y = 1
	relative_position_id = CZE_R56_ramp_up_cement_production
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		GER = {
			is_ally_with = ROOT
		}
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = CZE_karel_husarek
		unlock_decision_category_tooltip = CZE_bunkers
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: militant_minister
Constructs: fascism_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
militant_minister = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	fascism_drift = 0.1
	neutrality_drift = 0.05
	fascism_acceptance = 40
}
### Entity: Scripted Effect
Component: EAI_PC_sort_projects_by_build_time
Constructs: limit, has_country_flag, clear_temp_array, check_variable, is_in_array, add_to_temp_array, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_sort_projects_by_build_time = {
	if = {
		limit = {
			has_country_flag = EAI_priority_construction_detailed_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC: EAI_PC_sort_projects_by_build_time
	}
	clear_temp_array = projects_to_be_sorted_pos projects_to_be_sorted_id projects_to_be_sorted_val _sort_projects_by_build_time_TYPES
	for_each_loop = {
		array = EAI_PC_queue
		value = _project_id
		if = {
			limit = {
				if = {
					limit = {
						check_variable = {
							_sort_projects_by_build_time_TYPES^num = > 0
						}
					}
					is_in_array = {
						_sort_projects_by_build_time_TYPES = EAI_PC_building_type^_project_id
					}
				}
				check_variable = {
					EAI_PC_build_time^_project_id = > 0
				}
			}
			add_to_temp_array = {
				projects_to_be_sorted_pos = i
			} {
				projects_to_be_sorted_id = _project_id
			} {
				projects_to_be_sorted_val = EAI_PC_build_time^_project_id
			}
		}
	} {
		array = projects_to_be_sorted_pos
		set_variable = {
			EAI_PC_queue^v = projects_to_be_sorted_id^i
		}
	}
	EAI_PC_sort_projects_by_sort_val = yes
}
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_less_than_20p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_less_than_20p = {
	NOT = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.2
		}
		has_manpower = > 250000
	}
}
### Entity: Modifier Reference
Component: PER_stand_with_giants_modifier
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_stand_with_giants_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PER_stand_with_giants_modifier
	political_power_factor = PER_giants_pp
	research_speed_factor = PER_giants_research
	production_speed_industrial_complex_factor = PER_giants_civ
	stability_factor = PER_giants_stability
	consumer_goods_factor = PER_giants_consumer_goods
	industrial_capacity_factory = PER_giants_industrial_capacity_factory
	production_speed_infrastructure_factor = PER_giants_infra
	production_factory_efficiency_gain_factor = PER_giants_factory_efficiency
	conscription_factor = PER_giants_conscription
	production_speed_arms_factory_factor = PER_giants_mils
	training_time_factor = PER_giants_training_time
}
### Entity: Idea
Component: HUN_hungarian_monarchy_2
Constructs: stability_factor, has_government, neutrality_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_2 = {
	picture = HUN_hungarian_monarchy
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.02
		stability_factor = 0.1
	}
}
### Entity: Idea
Component: GER_expatriated_communists_return_home_ns
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_expatriated_communists_return_home_ns = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = SPR_international_brigades
	modifier = {
		weekly_manpower = 1000
		communism_drift = 0.05
		stability_factor = -0.05
	}
}
### Entity: Event
Component: mongol_genden.1
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.1
	title = mongol_genden.1.t
	desc = mongol_genden.1.d
	picture = GFX_report_event_MON_genden_with_others
	is_triggered_only = yes
	option = {
		name = mongol_genden.1.a
		activate_mission = MON_get_rich_policy_progress
	}
}
### Entity: Idea
Component: hawker
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
hawker = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_a_soviet_airforce
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_war_with, completion_reward, cancel_if_invalid, is_owned_and_controlled_by
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_a_soviet_airforce
	icon = GFX_focus_PER_the_peoples_airforce
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIK_military_cooperation
	}
	relative_position_id = SIK_military_cooperation
	ai_will_do = {
		base = 15
	}
	available = {
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				617 = {
					is_owned_and_controlled_by = ROOT
					air_base = < 6
				}
			}
			617 = {
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 100
				producer = SOV
			}
		}
		add_ideas = SIK_soviet_pilot_schools
		custom_effect_tooltip = generic_skip_one_line_tt
		ELSE = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_0
				amount = 100
				producer = SOV
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_democratic_reforms
Constructs: prerequisite, has_government, has_country_flag, completion_reward, allow_branch, is_in_faction_with, set_country_flag, add_timed_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_democratic_reforms
	icon = GFX_goal_generic_befriend_czech
	prerequisite = {
		focus = CZE_empower_internationalism CZE_sokol_movement
	}
	mutually_exclusive = {
		focus = CZE_state_defense_law CZE_boycott_press_law
	}
	allow_branch = {
		NOT = {
			has_country_flag = hide_interwar_diplomacy
		}
	}
	available = {
		has_government = democratic
		NOT = {
			has_country_flag = CZE_karlsbad_program
		}
	}
	bypass = {
		GER = {
			has_country_flag = sudetenland_acquired
		}
		custom_trigger_tooltip = {
			tooltip = CZE_join_allies_tt
			OR = {
				ENG = {
					is_in_faction_with = CZE
				}
				FRA = {
					is_in_faction_with = CZE
				}
			}
		}
	}
	x = 32
	y = 2
	cost = 10
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		set_country_flag = CZE_constitutional_reforms_flag
		country_event = {
			id = CZE.406
			days = 1
		}
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			add_timed_idea = {
				idea = CZE_constitutional_reforms
				days = 365
			}
		}
	}
}
### Entity: Event
Component: PER_imperial_events.62
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.62
	title = PER_imperial_events.62.t
	desc = PER_imperial_events.62.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.62.a
	}
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_normalize_spanish_relations
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_global_flag, has_civil_war, every_other_country
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_normalize_spanish_relations
	icon = GFX_focus_intervention_spain_republic
	relative_position_id = ADR_accept_spanish_refugees
	x = -1
	y = 1
	cost = 10
	available = {
		has_global_flag = scw_over
		any_other_country = {
			OR = {
				tag = SPR SPA SPB
			}
			exists = yes
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = ADR_accept_spanish_refugees
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					tag = SPR SPA SPB
				}
				exists = yes
				has_civil_war = no
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
			country_event = {
				id = andorra.1
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_royal_military_academy
Constructs: prerequisite, completion_reward, every_army_leader, add_logistics, swap_ideas, remove_idea, add_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_royal_military_academy
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = SWE_winter_equipment
	}
	relative_position_id = SWE_winter_equipment
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		every_army_leader = {
			add_logistics = 1
		}
		swap_ideas = {
			remove_idea = SWE_vintertraning
			add_idea = SWE_vintertraning2
		}
		add_doctrine_cost_reduction = {
			name = SWE_royal_military_academy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_grand_stratagem
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_grand_stratagem
	icon = GFX_goal_grand_battleplan
	prerequisite = {
		focus = MON_favour_young_officers MON_support_old_officers_corps
	}
	x = 5
	y = 1
	relative_position_id = MON_support_old_officers_corps
	cost = 10
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = MON_revive_forgotten_doctrines MON_rely_on_soviet_tactics MON_adopt_tsogs_methods MON_experimental_mobility
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_grand_battle_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: VEN_amphibious_invasion_prepations
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_amphibious_invasion_prepations = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = escort_effort_focus
	modifier = {
		conscription = 0.01
		amphibious_invasion = 0.2
	}
}
### Entity: Country History
Country: CNR
Component: CNR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CNR - Canaries.txt

Code:
# Politics & Parties for CNR
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 30
	neutrality = 0
}
### Entity: Trigger Reference
Construct: has_border_war
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_border_war

* Supported Scopes: STATE, COUNTRY
* Supported Targets: any

```
Checks if a there is any border wars for country/state
```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_7
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_7 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 7
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 7
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_amphibious_template_upgrade
Constructs: limit, has_country_flag, has_tech, set_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_amphibious_template_upgrade = {
	if = {
		limit = {
			has_country_flag = EAI_military_focus_config_finished
			NOT = {
				has_country_flag = EAI_TEMPLATE_amphibious_template_upgrade
			}
			EAI_amphibious_division_focus = yes
			has_tech = amphibious_drive amphibious_mechanized_infantry
			EAI_STRATEGY_CHL_wait_for_better_tanks = yes
			OR = {
				EAI_LARM_military_focus = yes
				EAI_MARM_military_focus = yes
				EAI_HARM_military_focus = yes
			}
			set_temp_variable = {
				_check_xp = 30
			}
			EAI_XP_has_army_check_xp = yes
		}
		set_country_flag = EAI_TEMPLATE_amphibious_template_upgrade
		if = {
			limit = {
				has_country_flag = EAI_template_upgrade_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | TEMPLATES: EAI_TEMPLATE_amphibious_template_upgrade
		}
	}
}
### Entity: Event
Component: AAT_Sweden.10
Constructs: add_ideas, fire_only_once, add_political_power, is_dynamic_country, has_character_flag, is_hired, retire_character
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.10
	title = AAT_Sweden.10.t
	desc = AAT_Sweden.10.desc
	picture = GFX_report_event_german_troops_paris
	fire_only_once = yes
	trigger = {
		date = > 1944.01.02
		original_tag = SWE
		NOT = {
			is_dynamic_country = yes
		}
		SWE = {
			SWE_herman_eriksson = {
				has_character_flag = is_hired
			}
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = AAT_Sweden.10.a
		add_political_power = -60
	} {
		name = AAT_Sweden.10.b
		retire_character = SWE_herman_eriksson
		add_ideas = SWE_vin_och_sprit_ab
	}
}
### Entity: Character
Component: puppet_prime_minister
Constructs: stability_factor, puppet_prime_minister, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
puppet_prime_minister = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	neutrality_drift = 0.05
	stability_factor = 0.05
}
### Entity: Idea
Component: AST_a_sense_of_place_upgraded
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/australia.txt

Code:
AST_a_sense_of_place_upgraded = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_a_sense_of_place
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.1
		war_support_factor = 0.15
		conscription_factor = 0.1
	}
}
### Entity: Character
Component: leader_of_the_agrarian_union
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
leader_of_the_agrarian_union = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	political_power_factor = 0.1
	global_building_slots_factor = 0.1
	min_export = -0.1
}
### Entity: Scripted Effect
Component: SIA_clear_limited_war_variables
Constructs: clear_variable, clear_array, set_rule
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_clear_limited_war_variables = {
	hidden_effect = {
		clear_variable = SIA.limited_war_lost_state_concession SIA.pre_limited_war_faction_leader SIA.limited_war_target
		clear_array = SIA.limited_war_states SIA.limited_war_target_allies
		SIA_refresh_indochina_controllers = yes
		SIA_refresh_malaysia_burma_controllers = yes
		set_rule = {
			can_join_factions = yes
		}
	}
}
### Entity: Character
Component: SWI_federal_council
Source: game
File: common/characters/SWI.txt

Code:
SWI_federal_council = {
	name = SWI_federal_council
	portraits = {
		civilian = {
			large = GFX_portrait_SWI_federal_council
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Joint Focus
Component: INSHOL_indian_divisions
Constructs: division_template, prerequisite, limit, joint_focus, has_country_flag, completion_reward, is_subject_of, allow_new_equipment
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_indian_divisions
	icon = GFX_focus_RAJ_indian_gurkhas
	text_icon = INSHOL_HOL_focus_style
	available = {
		tag = HOL
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
		has_country_flag = {
			flag = HOL_british_light_support
		}
		RAJ = {
			is_subject_of = ENG
		}
	}
	prerequisite = {
		focus = INSHOL_request_british_support
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INSHOL_request_british_support
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			division_template = {
				name = Indian Division
				division_names_group = RAJ_GAR_01
				foreign_template_tag = RAJ
				allow_new_equipment = yes
				allow_foreign_equipment = yes
				is_locked = yes
				support = {

				}
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
			}
			if = {
				limit = {
					has_event_target = INS_dutch_indonesia
				}
				event_target:INS_dutch_indonesia = {
					random_owned_controlled_state = {
						limit = {
							impassable = no
						}
						prioritize = {
							1058
						}
						create_unit = {
							division = name = "Indian Division" division_template = "Indian Division" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1
							owner = HOL
							allow_spawning_on_enemy_provs = no
							count = 5
						}
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					limit = {
						is_in_array = {
							array = INS.owned_states_at_game_start
							value = THIS
						}
					}
					create_unit = {
						division = name = "Indian Division" division_template = "Indian Division" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1
						owner = HOL
						allow_spawning_on_enemy_provs = no
						count = 5
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		if 
# ... (truncated)
### Entity: Trigger Reference
Construct: has_opinion_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_opinion_modifier

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if a country has the opinion modifier
```
### Entity: Doctrine
Component: armored_infantry_support
Constructs: is_major, xp_cost, enable_tactic, add_tech_bonus
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
armored_infantry_support = {
	track = armor
	name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT
	description = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT_DESC
	icon = GFX_doctrine_armored_infantry_support_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = ENG FRA
			}
		} {
			factor = 0.5
			is_major = no
		}
	}
	enable_tactic = tactic_blitz
	effect = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = cat_heavy_armor
			name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT
		}
	}
	rewards = {
		mobile_reserves = {
			medium_armor = {
				breakthrough = 0.05
				soft_attack = 0.1
			}
			heavy_armor = {
				breakthrough = 0.05
				soft_attack = 0.1
			}
		}
		armored_cohorts = {
			medium_armor = {
				max_organisation = 5
			}
			heavy_armor = {
				max_organisation = 5
			}
			category_tank_destroyer_regimental_support = {
				max_organisation = 5
				ap_attack = 0.1
			}
		}
		maintenance_routines = {
			armored_maintenance = {
				battalion_mult = {
					category = category_all_armor
					max_strength = 0.15
					add = yes
				}
			}
		}
		fuel_rationing = {
			heavy_armor = {
				supply_consumption = -0.08
			}
		}
		mobile_armored_strongpoints = {
			category_all_infantry = {
				breakthrough = 0.05
			}
			heavy_armor = {
				breakthrough = 0.1
			}
			heavy_sp_anti_air_support = {
				max_organisation = 5
				air_attack = 0.1
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_recruit_the_fascists
Constructs: prerequisite, completion_reward, is_historical_focus_on, add_popularity, set_variable, add_corps_commander_role
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_recruit_the_fascists
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = GRE_crack_down_on_the_republicans
	} {
		focus = GRE_the_national_youth_organisation
	}
	mutually_exclusive = {
		focus = GRE_use_the_military
	}
	x = 2
	y = 1
	relative_position_id = GRE_crack_down_on_the_republicans
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_historical_focus_on = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = GRE_fascists_put_in_play_tt
		ROM = {
			diplomatic_relation = {
				country = GRE
				relation = guarantee
				active = no
			}
		}
		hidden_effect = {
			set_variable = {
				var = GRE_fascist_loyalty
				value = 1
			}
			GRE_political_instability_update_effect = yes
			add_corps_commander_role = {
				character = GRE_theodoros_pangalos
				traits = {
					trait_GRE_venezelist_loyalist trait_GRE_fascist_sympathizer media_personality harsh_leader commando
				}
				skill = 3
				legacy_id = 302
				attack_skill = 4
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 3
			} {
				character = GRE_panagiotis_demestichas
				traits = {
					trait_GRE_fascist_sympathizer trait_reckless infantry_officer hill_fighter
				}
				skill = 3
				legacy_id = 303
				attack_skill = 4
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 1
			} {
				character = GRE_napoleon_zervas
				traits = {
					trait_GRE_venezelist_loyalist trait_GRE_fascist_sympathizer harsh_leader trait_reckless commando
				}
				skill = 3
				legacy_id = 309
				attack_skill = 3
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 2
			}
		}
	}
}