Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: honresources_decisions
Constructs: owns_state, fire_only_once, has_tech, has_state_flag, remove_effect, set_state_flag, add_resource, has_global_flag
Source: game
File: common/decisions/HON.txt

Code:
honresources_decisions = {
	HON_develop_chromium = {
		icon = chromium
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 312
			}
		}
		available = {
			has_tech = excavation1
			num_of_civilian_factories_available_for_projects = > 3
			owns_state = 312
			controls_state = 312
		}
		visible = {
			owns_state = 312
			controls_state = 312
			312 = {
				NOT = {
					has_state_flag = hon_chromium_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			factor = 1
		}
		remove_effect = {
			312 = {
				set_state_flag = hon_chromium_developed
			} {
				add_resource = {
					type = chromium
					amount = 25
				}
			}
		}
	}
	HON_develop_steel = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 313
			}
		}
		available = {
			has_tech = construction3
			num_of_civilian_factories_available_for_projects = > 3
			owns_state = 313
			controls_state = 313
		}
		visible = {
			owns_state = 313
			controls_state = 313
			313 = {
				NOT = {
					has_state_flag = hon_steel_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			factor = 1
		}
		remove_effect = {
			313 = {
				set_state_flag = hon_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}
	}
	HON_develop_tungsten = {
		icon = tungsten
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 314
			}
		}
		available = {
			has_tech = excavation2
			num_of_civilian_factories_available_for_projects = > 3
			owns_state = 314
			controls_state = 314
		}
		visible = {
			owns_state = 314
			controls_state = 314
			314 = {
				NOT = {
					has_state_flag = hon_tungsten_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			factor = 1
		}
		remove_effect = {
			314 = {
				set_state_flag = hon_tungsten_developed
			} {
				add_resource = {
					type = tungsten
					amount = 6
				}
			}
		}
	}
	HON_develop_aluminium = {
		icon = aluminium
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 316
			}
		}
		available = {
			has_tech = excavation3
			num_of_civilian_facto
# ... (truncated)
### Entity: National Focus
Tree: ven_focus
Component: VEN_alliance_with_bolivia
Constructs: prerequisite, has_government, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_alliance_with_bolivia
	icon = GFX_goal_generic_befriend_bolivia
	relative_position_id = VEN_unify_political_command
	x = -7
	y = 2
	cost = 10
	available = {
		is_puppet = no
		is_in_faction = yes
		BOL = {
			exists = yes
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	mutually_exclusive = {
		focus = VEN_attack_bolivia
	}
	prerequisite = {
		focus = VEN_expand_gran_colombia
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		BOL = {
			country_event = {
				hours = 8
				id = generic.5
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_betray_germany_plan
Constructs: prerequisite, has_war, limit, has_government, every_country, has_war_with, completion_reward, is_subject_of
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_betray_germany_plan
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = SWE_promote_nordic_identity
	}
	x = 1
	y = 1
	relative_position_id = SWE_promote_nordic_identity
	cost = 10
	available = {
		is_subject_of = GER
		has_government = fascism
		GER = {
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = if_they_accept_tt SWE_the_new_order_tt
		every_country = {
			limit = {
				OR = {
					has_war_with = SWE GER
				}
			}
			country_event = {
				id = AAT_Sweden_nationalists.23
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_rally_worker_unions
Constructs: prerequisite, completion_reward, add_timed_idea, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_rally_worker_unions
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = SWE_swedish_communism
	}
	mutually_exclusive = {
		focus = SWE_unite_the_cells
	}
	relative_position_id = SWE_swedish_communism
	x = 2
	y = 1
	cost = 5
	completion_reward = {
		activate_mission = SWE_worker_revolt_militia
		add_timed_idea = {
			idea = SWE_workers_striking
			days = 365
		}
		swap_ideas = {
			add_idea = SWE_royal_sabotage
			remove_idea = SWE_kungen_gustaf_v_idea
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_HARM_equipment_production
Constructs: has_country_flag, has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_HARM_equipment_production = {
	EAI_HARM_military_focus = yes
	has_tech = basic_heavy_tank_chassis
	has_country_flag = EAI_harm_template_upgrade
	EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = yes
}
### Entity: AI Strategy
Component: EAI_SOV_focus_on_infantry_equipment_over_armor
Constructs: check_variable, build_army
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_focus_on_infantry_equipment_over_armor = {
	allowed = {
		tag = SOV
	}
	enable = {
		EAI_MODE_normal = yes
		check_variable = {
			deployed_army_manpower_k = < 2950
		}
	}
	abort = {
		NOT = {
			AND = {
				EAI_MODE_normal = yes
				check_variable = {
					deployed_army_manpower_k = < 3000
				}
			}
		}
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 500
	} {
		type = equipment_production_factor
		id = armor
		value = -10
	} {
		type = role_ratio
		id = armor
		value = -20
	} {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 10
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_king_reaction
Constructs: has_government, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_king_reaction
	icon = GFX_goal_BEL_belgium_first
	available = {
		OR = {
			has_country_flag = BEL_king_martial_law
			has_government = neutrality
		}
		custom_trigger_tooltip = {
			tooltip = BEL_neutrality_path_tt
		}
	}
	bypass = {
		has_country_flag = BEL_king_martial_law
	}
	ai_will_do = {
		base = 35
	}
	relative_position_id = BEL_form_coalition_government
	x = -4
	y = 1
	cost = 5
	completion_reward = {

	}
}
### Entity: Idea
Component: TMS_ar
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = TMS
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: FIN_the_soviet_threat
Constructs: is_historical_focus_on, is_in_faction_with, is_guaranteed_by, has_guaranteed, has_non_aggression_pact_with
Source: game
File: common/ai_strategy/FIN.txt

Code:
FIN_the_soviet_threat = {
	enable = {
		original_tag = FIN
		is_historical_focus_on = yes
		date = > 1939.1.1
	}
	abort = {
		OR = {
			is_in_faction_with = SOV
			is_guaranteed_by = SOV
			has_guaranteed = SOV
			has_non_aggression_pact_with = SOV
		}
	}
	ai_strategy = {
		type = prepare_for_war
		id = SOV
		value = 200
	}
}
### Entity: Character
Component: MEX_alberto_gorostieta_vega
Source: game
File: common/characters/MEX.txt

Code:
MEX_alberto_gorostieta_vega = {
	name = MEX_alberto_gorostieta_vega
	portraits = {
		army = {
			large = GFX_portrait_MEX_alberto_gorostieta_vega
			small = GFX_portrait_MEX_alberto_gorostieta_vega_small
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_crush_the_spirit_of_gekokujo
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_crush_the_spirit_of_gekokujo
	icon = GFX_focus_JAP_crush_the_spirit_of_gekokujo
	x = 0
	y = 1
	relative_position_id = JAP_a_new_take_on_state_shintoism
	prerequisite = {
		focus = JAP_a_new_take_on_state_shintoism
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_planning_speed = 0.1
			tooltip = planning_speed_factor_tt
		} {
			JAP_army_max_planning_factor = 0.1
			tooltip = max_planning_factor_tt
		}
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.5
	title = lar_appeal_to_overseas_territories.5.t
	desc = lar_appeal_to_overseas_territories.5.desc
	picture = GFX_report_event_felix_eboue
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.3.a
		ai_chance = {
			factor = 80
		}
		VIC = {
			country_event = LaR_france_vichy_notification_events.1
		}
		FRA_transfer_syria_effect = yes
	}
}
### Entity: Event
Component: EAI_PC_event.11
Constructs: is_triggered_only, set_variable
Source: game
File: events/EAI_construction.txt

Code:
country_event = {
	id = EAI_PC_event.11
	hidden = yes
	is_triggered_only = yes
	immediate = {
		subtract_from_variable = {
			EAI_PC_active_projects = 1
		}
		set_variable = {
			EAI_PC_project_array^1 = 0
		}
	}
	option = {

	}
}
### Entity: AI Strategy
Component: BUL_democratic_liberal
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_alternate_strategy_plan.txt

Code:
BUL_democratic_liberal = {
	name = Democratic - Liberal
	desc = The Bulgarian Democratic Party will attempt to join the Allies as it conspires against Tsar Boris to remove him from power and form a pro-Allies regency council.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_DEMOCRATIC_LIBERAL
			has_game_rule = {
				rule = BUL_ai_behavior
				option = DEMOCRATIC_LIBERAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		BUL_oppose_the_royal_dictatorship BUL_acquire_modern_tools BUL_democratic_principles BUL_seek_cooperation_with_the_tsar BUL_condemn_macedonian_organizations BUL_dissolve_the_military_union BUL_petorka BUL_improve_the_road_system BUL_attract_foreign_capitals BUL_expand_sofia_university BUL_negotiate_bulgarian_rearmament BUL_legislative_elections BUL_approach_the_united_kingdom BUL_reorganize_the_military_industry BUL_liberalization_of_trade_policies BUL_expand_the_tobacco_industry BUL_national_railway_lines BUL_light_metal_exploitation BUL_georgi_benkovski_aircraft_repair_facilities BUL_darzhavna_voenna_fabrika BUL_national_military_academy BUL_war_logistics BUL_defensive_lines BUL_foreign_aircraft_designers BUL_rebuild_the_army BUL_vasil_levsky_national_military_university BUL_found_dvf_sopot BUL_plot_against_boris BUL_form_a_regency_council BUL_expand_varna_naval_base BUL_prussia_of_the_balkans BUL_steel_plant_in_pernik BUL_restrained_paramilitary_organizations BUL_join_the_allies BUL_consolidate_the_third_bulgarian_state BUL_assert_our_claims BUL_fight_tyranny BUL_appeal_to_european_capitalists BUL_research_sharing BUL_contract_foreign_companies BUL_land_reorganization BUL_mineral_extraction_in_the_rhodopes BUL_modernize_the_industry BUL_free_balkan_states BUL_utmost_optimization BUL_uranium_prospecting BUL_develop_burgas_shipyards BUL_a_black_sea_fleet BUL_pilot_training_program BUL_bulgarian_shipping_chamber BUL_national_submarine_production BUL_consolidate_dominance_of_the_seas BUL_strike_from_the_seas
	}
	focus_factors = {
		BUL_power_to_the_tsar = 0
		BUL_appoint_communist_ministers = 0
		BUL_legalize_the_agrarian_party = 0
		BUL_support_macedonian_organizations = 0
		BUL_cooperate_with_the_zveno = 0
		BUL_ban_far_right_organizations = 0
		BUL_a_balkan_confederation = 0
		BUL_invigorate_national_industry = 0
		BUL_nationalization = 0
		BUL_the_fate_of_
# ... (truncated)
### Entity: National Focus
Tree: lat_focus
Component: LAT_alignment_with_germany
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_capitulated, is_in_faction_with, is_subject
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_alignment_with_germany
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = LAT_the_old_ways LAT_military_industrial_complex
	}
	mutually_exclusive = {
		focus = LAT_anti_german_propaganda LAT_the_thunder_strikes_alone
	}
	x = 0
	y = 1
	relative_position_id = LAT_the_old_ways
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0
			GER = {
				has_capitulated = yes
			}
		} {
			GER = {
				surrender_progress = > 0.25
			}
			factor = 0.1
		}
	}
	available = {
		fascism = > 0.4
		NOT = {
			has_war_with = GER
		} {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = HUN
			}
		} {
			has_government = democratic
		}
		is_subject = no
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			has_government = fascism
			is_subject = no
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		remove_mission = LAT_perkonkrust_uprising
		remove_perkonkrust_effect = yes
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_heavy_battery_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_heavy_battery_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
		} {
			EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
		}
	}
}
### Entity: Character
Component: aircraft_production_expert
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
aircraft_production_expert = {
	sprite = 1
	random = no
	equipment_bonus = {
		tac_bomber_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: SPR
Constructs: SPR, recall_volunteers_from
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
# FRA recalls the volunteers it sent to SPR
FRA = { recall_volunteers_from = SPR }

```
### Entity: AI Strategy
Component: CHL_SCW_VEN_helps_fascists
Constructs: has_government, has_civil_war, is_ai, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_CHL.txt

Code:
CHL_SCW_VEN_helps_fascists = {
	allowed = {
		original_tag = VEN
	}
	enable = {
		has_government = fascism
		country_exists = NAC
		date = < 1940.1.1
		NAC = {
			has_civil_war = yes
			has_government = fascism
		}
		CHL = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = NAC
		value = 100
	} {
		type = support
		id = NAC
		value = 125
	} {
		type = send_volunteers_desire
		id = NAC
		value = 125
	}
}
### Entity: Character
Component: PER_gholamali_bayandor
Source: game
File: common/characters/PER.txt

Code:
PER_gholamali_bayandor = {
	navy_leader = {
		traits = {
			chief_engineer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PER_gholamali_bayandor
		ledger = navy
		allowed = {
			original_tag = PER
		}
		traits = {
			naval_theorist
		}
	}
	name = PER_gholamali_bayandor
	portraits = {
		army = {
			large = GFX_portrait_PER_gholamali_bayandor
			small = GFX_portrait_PER_gholamali_bayandor_small
		}
	}
}
### Entity: Event
Component: SEA_warlords.33
Constructs: is_triggered_only, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.33
	title = SEA_warlords.33.t
	desc = SEA_warlords.33.desc
	picture = GFX_report_event_generic_china
	is_triggered_only = yes
	option = {
		name = SEA_warlords.33.a
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_wunderwaffe
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, check_variable, random_scientist, has_scientist_level
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_wunderwaffe
	icon = GFX_focus_GER_wunderwaffe_inner_circle
	prerequisite = {
		focus = GER_autonomous_organization_todt GER_plenipotentiary_of_armaments
	}
	text_icon = GER_inner_circle_focus_style
	x = 1
	y = 1
	relative_position_id = GER_autonomous_organization_todt
	cost = @inner_circle_time_tier_3
	available = {
		if = {
			limit = {
				has_country_flag = GER_wunderwaffe_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_3
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			if = {
				limit = {
					check_variable = {
						GER_wonder_weapons_focus_advisor = 1
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_inner_circle_focus_in_progress_tt
						CHARACTER = GER_fritz_todt
						FLAG_DAYS = [?GER_wunderwaffe_in_progress_flag:days]
					}
					always = no
				}
			}
			else = {
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_inner_circle_focus_in_progress_tt
						CHARACTER = GER_albert_speer
						FLAG_DAYS = [?GER_wunderwaffe_in_progress_flag:days]
					}
					always = no
				}
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_multiple_tt
					CHARACTER = GER_fritz_todt
					FOCUS = GER_ascension_of_todt
					CHARACTER_2 = GER_albert_speer
					FOCUS_2 = GER_ascension_of_speer
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		random_scientist = {
			limit = {
				has_scientist_level = {
					specialization = specialization_air
					level = > 0
				}
			}
			add_scientist_level = {
				specialization = specialization_air
				level = 1
			}
		} {
			limit = {
				has_scientist_level = {
					specialization = specialization_nuclear
					level = > 0
				}
			}
			add_scientist_level = {
				specialization = specialization_nuclear
				level = 1
			}
		} {
			limit = {
				has_scientist_level = {
					specialization = specialization_land
					level = > 0
				}
			}
			add_scientist_level = {
				specialization = specialization_land
				level = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt GER_wunderwaffe_dornberger_trait_tt generic_skip_one_line
# ... (truncated)
### Entity: Idea
Component: PHI_reignited_independence_struggle
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/philippines.txt

Code:
PHI_reignited_independence_struggle = {
	picture = RAJ_independence_movement
	modifier = {
		stability_factor = -0.05
		army_org_regain = 0.1
		acclimatization_hot_climate_gain_factor = 0.25
		dig_in_speed_factor = 0.25
		master_ideology_drift = -0.03
		neutrality_drift = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_support_radical_nationalism
Constructs: prerequisite, limit, add_ideas, remove_ideas, add_war_support, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_support_radical_nationalism
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = NOR_reject_constitutional_monarchy
	}
	mutually_exclusive = {
		focus = NOR_support_radical_socialism
	}
	x = 11
	y = 2
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
		democratic = < 0.7
		fascism = > 0.1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		remove_ideas = NOR_haakon
		news_event = {
			hours = 6
			id = naw_norway.60
		}
		if = {
			limit = {
				has_idea = collectivist_ethos_focus
			}
			remove_ideas = collectivist_ethos_focus
		}
		add_ideas = NOR_national_collectivism
		add_timed_idea = {
			idea = nationalism
			days = 900
		}
		custom_effect_tooltip = NOR_political_advisor_needed_tt
		add_stability = -0.2
		add_war_support = 0.2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_army_modernization
Constructs: completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_army_modernization
	icon = GFX_goal_generic_army_doctrines
	x = 37
	y = 0
	cost = 10
	ai_will_do = {
		factor = 70
		modifier = {
			factor = 1.2
			is_in_faction_with = GER
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 25
	}
}
### Entity: Character
Component: ISR_yisrael_elidad_trait
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_yisrael_elidad_trait = {
	random = no
	fascism_drift = 0.02
}
### Entity: Event
Component: wuw_GER_diplomacy.96
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.96
	title = wuw_GER_diplomacy.96.t
	desc = wuw_GER_diplomacy.96.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.96.a
		event_option_tooltip = wuw_GER_diplomacy.95.a
	}
}
### Entity: Character
Component: POR_jose_vicente_de_freitas
Source: game
File: common/characters/POR.txt

Code:
POR_jose_vicente_de_freitas = {
	name = POR_jose_vicente_de_freitas
	portraits = {
		army = {
			large = GFX_portrait_por_jose_vicente_de_freitas
			small = GFX_portrait_POR_jose_vicente_de_freitas_small
		}
	}
	field_marshal = {
		traits = {
			old_guard politically_connected
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Event
Component: peru.21
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.21
	title = peru.21.t
	desc = peru.21.d
	picture = GFX_r56i_generic_event_01
	is_triggered_only = yes
	option = {
		name = peru.21.a
	}
}
### Entity: AI Strategy
Component: DEN_prioritize_artillery
Constructs: has_dlc
Source: game
File: common/ai_strategy/DEN.txt

Code:
DEN_prioritize_artillery = {
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	enable = {
		date = < 1937.01.01
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = infantry
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = artillery_equipment
		value = 1
	} {
		type = equipment_market_buying_threshold
		id = support_equipment_1
		value = 50
	}
}