Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hol_focus
Component: HOL_reinforce_java
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject_of, add_building_construction, add_autonomy_ratio
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_reinforce_java
	available = {
		OR = {
			has_full_control_of_state = 335
			any_other_country = {
				is_subject_of = HOL
				has_full_control_of_state = 335
			}
		}
	}
	prerequisite = {
		focus = HOL_java
	}
	icon = GFX_goal_generic_construct_military
	x = -2
	y = 2
	relative_position_id = HOL_java
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		335 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				province = 7381
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 7381
				instant_build = yes
			} {
				type = coastal_bunker
				level = 3
				province = 4608
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 4608
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				INS = {
					is_subject_of = HOL
					has_full_control_of_state = 335
				}
			}
			INS = {
				add_autonomy_ratio = {
					value = -0.025
					localization = HOL_reinforce_java
				}
			}
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_constitutional_guarantees
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_constitutional_guarantees
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = ROM_appoint_allied_friendly_government
	}
	x = 0
	y = 1
	relative_position_id = ROM_appoint_allied_friendly_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ROM_constitutional_guarantees
		if = {
			limit = {
				has_idea = ROM_iron_guard
			}
			remove_ideas = ROM_iron_guard
			else = {
				if = {
					limit = {
						has_idea = ROM_securitate
					}
					remove_ideas = ROM_securitate
					else = {
						custom_effect_tooltip = ROM_appoint_allied_friendly_government_tooltip
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = ROM_national_christian_party_in_power
				}
				remove_ideas = ROM_national_christian_party_in_power
			}
		}
	}
}
### Entity: Order of Battle
Component: Malta Command
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Malta Command
	location = 12003
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}
### Entity: Idea
Component: MAN_bolster_nationalism
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_bolster_nationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_war_of_resistance
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
	}
}
### Entity: Character
Component: MOL_mt
Source: game
File: common/characters/MOL.txt

Code:
MOL_mt = {
	advisor = {
		slot = theorist
		idea_token = MOL_mt
		ledger = army
		allowed = {
			original_tag = MOL
		}
		traits = {
			military_theorist
		}
	}
	name = MOL_mt
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_long_range_fighter_focus
Constructs: limit, completion_reward, set_technology, add_tech_bonus, fighter_bonus, random_owned_controlled_state, add_building_construction, set_country_flag
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_long_range_fighter_focus
	icon = GFX_goal_generic_build_airforce
	mutually_exclusive = {
		focus = RUT_short_range_fighter_focus
	}
	x = 38
	y = 0
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 1
			category = cat_heavy_fighter
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			ROOT = {
				set_country_flag = aviation_effort_AB
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = basic_machine_tools
				}
				date = > 1937.06.01
			}
			set_technology = {
				basic_machine_tools = 1
			} {
				improved_machine_tools = 1
			} {
				dispersed_industry = 1
			} {
				construction1 = 1
			} {
				support_weapons = 1
			} {
				electronic_mechanical_engineering = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_river_patrols
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_river_patrols
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = COG_modernize_police_formation
	} {
		focus = COG_get_rid_of_obsolete_rifles
	}
	x = 36
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = marine_tech
		}
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.2
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_coastal_defense
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_coastal_defense
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = POL_the_twin_threats
	} {
		focus = POL_import_submarine_technology
	}
	mutually_exclusive = {
		focus = POL_strike_force
	}
	x = 1
	y = 1
	relative_position_id = POL_the_twin_threats
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_coastal_defense
			bonus = 1.0
			uses = 1
			category = ss_tech
		} {
			name = POL_coastal_defense
			bonus = 1.0
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_transport_plane_equipment_BONUS_TRIGGER
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_transport_plane_equipment_BONUS_TRIGGER = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 1
	}
	clamp_temp_variable = {
		var = tmp
		min = 0
		max = 100
	}
	OR = {
		has_deployed_air_force_size = {
			type = air_transport
			size = < 100
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = air_transport
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Idea
Component: SWE_confiscated_royal_wealth
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_confiscated_royal_wealth = {
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.2
		production_speed_arms_factory_factor = 0.2
		production_speed_dockyard_factor = 0.2
	}
	picture = generic_foreign_capital
	removal_cost = -1
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_increase_the_currency_value
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_increase_the_currency_value
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = LIT_control_the_exports
	} {
		focus = LIT_increase_commercialism
	}
	x = 0
	y = 2
	relative_position_id = LIT_long_term_investments
	cost = 14.3
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_idea = LIT_hyperinflated_currency
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_stable_currency_2
			add_idea = LIT_stable_currency_3
		}
	}
}
### Entity: Order of Battle
Component: 5. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = 5. Divisioona
	location = 3083
	division_template = Jalkaväkidivisioona S.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: por_focus
Component: POR_modernize_lisbons_naval_academy
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_command_power, random_owned_controlled_state, is_coastal, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modernize_lisbons_naval_academy
	prerequisite = {
		focus = POR_expand_naval_production
	}
	icon = GFX_goal_generic_naval_effort2
	cost = 5
	x = 0
	y = 2
	relative_position_id = POR_expand_naval_production
	available = {
		has_subdoctrine_in_track = submarines screens carriers capital_ships
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 50
		add_command_power = 35
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				air_facility = < 1
				land_facility = < 1
				naval_facility = < 1
				nuclear_facility = < 1
			}
			prioritize = {
				112
			}
			add_building_construction = {
				type = naval_facility
				level = 1
				instant_build = yes
				province = 11805
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_establish_the_german_uruguayan_cultural_center
Constructs: prerequisite, add_war_support, completion_reward, add_popularity, add_manpower
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_establish_the_german_uruguayan_cultural_center
	available = {

	}
	relative_position_id = URG_accion_revisionista_del_uruguay
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = URG_accion_revisionista_del_uruguay
	}
	x = 0
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		add_war_support = 0.1
		add_manpower = 14000
	}
}
### Entity: Game Data
Component: rooting_for_the_underdog
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements/rt56-achievements.txt

Code:
rooting_for_the_underdog = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		has_country_leader = {
			character = GER_konrad_adenauer
			ruling_only = yes
		}
		has_completed_focus = GER_knock_stegerwald_down_a_peg GER_upkeep_german_order
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_79
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_79 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 79
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 79
		value = 10000
	} {
		type = naval_avoid_region
		id = 79
		value = -200
	} {
		type = strategic_air_importance
		id = 79
		value = 25000
	}
}
### Entity: Idea
Component: KMT_rising_democracy_3
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_rising_democracy_3 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = 0.05
		industrial_capacity_factory = -0.075
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_spread_aggressive_attitude
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, add_war_support, add_stability, add_opinion_modifier
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_spread_aggressive_attitude
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = BHU_embrace_radical_nationalism
	}
	relative_position_id = BHU_embrace_radical_nationalism
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.05
		add_named_threat = {
			threat = 1
			name = GEN_seeking_expansive_t
		}
		add_war_support = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = GEN_Conquer_I
		every_neighbor_country = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		} {
			limit = {
				NOT = {
					has_capitulated = yes
					has_war_with = ROOT
					is_subject_of = ROOT
				}
			}
			custom_effect_tooltip = BHU_improve_relations_tt
		}
		if = {
			limit = {
				fascism = > 0.35
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: ARG_british_argentine_agreement
Source: game
File: common/ideas/argentina.txt

Code:
ARG_british_argentine_agreement = {
	allowed = {
		always = no
		original_tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ARG_british_argentine_agreement
	targeted_modifier = {
		tag = ENG
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_invite_synarchist_mexico
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_faction_leader, is_in_faction, has_opinion
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_invite_synarchist_mexico
	icon = GFX_Goal_CAN_Support_synarchist_Baja
	cost = 5
	x = -3
	y = 1
	text = USA_invite_synarchist_mexico
	prerequisite = {
		focus = CSA_war_powers_act
	}
	relative_position_id = CSA_war_powers_act
	mutually_exclusive = {
		focus = CSA_eliminate_the_southern_threat CSA_secure_mexico
	}
	ai_will_do = {
		factor = 50
	}
	available = {
		is_faction_leader = yes
		MEX = {
			exists = yes
			is_in_faction = no
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	completion_reward = {
		MEX = {
			country_event = {
				id = generic.5
				days = 2
			}
		}
	}
}
### Entity: Name List
Component: JBS
Source: game
File: common/names/tymodern_names.txt

Code:
JBS = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
	}
	female = {
		names = {
			Nadiyya Adila Amsha Asiya Faghira Habiba Hanifa Jahaira Kamala Layla Maryam Nafisa Nyawela Parand Parween Paymaneh Paywand Qamara Rafiqa Rasa Rashida Reshawna Saaman Sabba Saghar Sahba Sajida Samira Semeah Setara Shahrbano Shahzadah Shameem Shararah Sheeftah Sheeva Shogofa Shokouh Shola Sholah Simin Souzan Taliba Tanaz Taneen Yagana Yakta Yasmin Zaynab
		}
	}
	surnames = {
		ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_6
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_6 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 350
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 340
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_join_the_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = COL_internationalism_focus
	}
	relative_position_id = COL_internationalism_focus
	x = 0
	y = 1
	cost = 3
	bypass = {
		is_in_faction_with = SOV
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			date = > 1941.1.1
			factor = 10
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
		any_other_country = {
			is_major = yes
			has_government = communism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_enemies_of_the_people
Constructs: prerequisite, limit, has_government, every_country, completion_reward, every_other_country, is_neighbor_of, create_wargoal
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_enemies_of_the_people
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = SOV_international_revolutionary_marxist_centre
	}
	x = 0
	y = 1
	relative_position_id = SOV_international_revolutionary_marxist_centre
	cost = 10
	available = {
		surrender_progress = < 0.05
	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_neighbor_of = ROOT
				OR = {
					has_government = fascism neutrality
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
		every_country = {
			limit = {
				OR = {
					tag = ROOT
					is_in_faction_with = ROOT
				}
			}
			add_timed_idea = {
				idea = SOV_enemies_of_the_people_idea
				days = 365
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Automobile
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Automobile
	text = GEN_automobile_industry
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = VNZ_Invite_American VNZ_Invite_German VNZ_Invite_Soviets
	}
	x = 1
	y = 1
	relative_position_id = VNZ_Invite_American
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		has_tech = motorised_infantry
	}
	complete_tooltip = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = GEN_invite_german_investors
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = GER
			}
		} {
			limit = {
				has_completed_focus = GEN_invite_american_investors
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = USA
			}
		} {
			limit = {
				has_completed_focus = GEN_invite_soviet_planners
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = SOV
			}
		}
		custom_effect_tooltip = GEN_Automobile_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.16
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.16
	title = BBA_ethiopia_communist_events.16.t
	desc = BBA_ethiopia_communist_events.16.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.16.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: army_radio_intelligence_3
Constructs: initiative_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
army_radio_intelligence_3 = {
	random = no
	sprite = 15
	civilian_intel_factor = 0.09
	army_intel_factor = 0.09
	navy_intel_factor = 0.09
	airforce_intel_factor = 0.09
	initiative_factor = 0.06
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = 6
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_syria
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_intervention_in_syria
	icon = GFX_goal_generic_position_armies
	x = -1
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_overseas_territories
	}
	relative_position_id = FRA_appeal_to_overseas_territories
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			FRA_controls_syria = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = FRA_prepare_coup_in_syria
		} {
			decision = FRA_promise_independence_to_syria
		} {
			decision = FRA_invasion_in_syria
		}
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.7
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.7
	title = lar_appeal_to_overseas_territories.7.t
	desc = lar_appeal_to_overseas_territories.7.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.3
		}
		FRA_transfer_central_africa_effect = yes
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_medium_army_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_medium_army_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_navy_part
	} {
		tooltip_folkhemmet_intactness = 2
	}
	calculate_folkhemmet_medium_option = yes
}