Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lat_focus
Component: LAT_form_the_aizsargi
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_form_the_aizsargi
	icon = GFX_goal_LAT_aizsargi
	text = LAT_aizsargi
	prerequisite = {
		focus = LAT_ulmanis_in_control_of_the_government
	}
	relative_position_id = LAT_ulmanis_in_control_of_the_government
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LAT_aizsargi
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_south_west_pacific_initiative
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_the_south_west_pacific_initiative
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = AST_woo_usa AST_protect_the_dutch_colonies
	}
	x = 0
	y = 3
	relative_position_id = AST_protect_the_homeland
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		is_subject = no
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = south_west_pacific_initiative
			icon = GFX_faction_logo_generic_12
		}
		if = {
			limit = {
				has_completed_focus = AST_protect_the_dutch_colonies
				INS = {
					is_puppet_of = AST
				}
			}
			set_country_flag = INS_is_a_puppet
		} {
			limit = {
				has_completed_focus = AST_woo_usa
				USA = {
					exists = yes
					has_capitulated = no
					is_puppet = no
					has_government = ROOT
					OR = {
						is_in_faction = no
						has_war = no
					}
				}
			}
			USA = {
				country_event = {
					id = tfv_australia.32
				}
			}
			else = {
				country_event = {
					id = tfv_australia.31
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L04
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L04 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^4 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L04
		value = 5000
	} {
		type = support
		id = L04
		value = 5000
	} {
		type = diplo_action_desire
		id = L04
		target = lend_lease
		value = 2000
	}
}
### Entity: Trigger Reference
Construct: occupied_country_tag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## occupied_country_tag

* Supported Scopes: STATE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
compares occupied country that creates resistance to a tag. Example: occupied_country_tag = ITA
```
### Entity: National Focus
Tree: por_focus
Component: POR_strict_neutrality_in_the_spanish_civil_war
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_global_flag, every_other_country
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_strict_neutrality_in_the_spanish_civil_war
	available = {
		SPR_scw_in_progress = yes
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_popular_front POR_estado_novo
	}
	mutually_exclusive = {
		focus = POR_support_the_spanish_republic POR_support_the_spanish_nationalists POR_a_royal_wedding
	}
	icon = GFX_goal_generic_neutrality_focus
	x = 5
	y = 0
	relative_position_id = POR_support_the_spanish_republic
	cost = 10
	completion_reward = {
		every_other_country = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_neutrality_opinion_trade
			}
		} {
			limit = {
				has_government = democratic
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_neutrality_opinion_democratic
			}
		}
	}
}
### Entity: Event
Component: r56.soviet.28
Constructs: is_triggered_only, has_government
Source: game
File: events/r56_Soviet.txt

Code:
news_event = {
	id = r56.soviet.28
	title = r56.soviet.28.t
	desc = r56.soviet.28.d
	picture = GFX_news_event_006
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.28.a
		trigger = {
			TAG = SOV
		}
	} {
		name = r56.soviet.28.b
		trigger = {
			NOT = {
				TAG = SOV
				has_government = communism
			}
		}
	} {
		name = r56.soviet.28.c
		trigger = {
			has_government = communism
			NOT = {
				TAG = SOV
			}
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_swedish_intervention
Constructs: prerequisite, limit, add_ideas, completion_reward, create_wargoal, puppet_wargoal_focus, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_swedish_intervention
	available = {
		SWE = {
			exists = yes
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
		}
	}
	will_lead_to_war_with = SWE
	prerequisite = {
		focus = uk_scandinavian_focus
	}
	icon = GFX_focus_generic_attack_sweden
	x = -1
	y = 1
	relative_position_id = uk_scandinavian_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SWE
			expire = 0
		}
		if = {
			limit = {
				NOT = {
					has_idea = ENG_continuation_of_politics
				}
			}
			add_ideas = ENG_continuation_of_politics
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_embrace_indigenous_corporatism
Constructs: prerequisite, limit, has_government, completion_reward, every_core_state, is_owned_and_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_embrace_indigenous_corporatism
	icon = GFX_focus_generic_industry_3
	relative_position_id = CHL_revise_the_social_classes
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_revise_the_social_classes
	} {
		focus = CHL_adopt_mapundungun
	}
	mutually_exclusive = {
		focus = CHL_expand_the_agricultural_field
	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_modify_mapuche_nationalism_ns_intro
		add_to_variable = {
			CHL_mapuche_nationalism_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			CHL_mapuche_nationalism_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.72
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.72
	title = bftb_bulgaria_factions.72.t
	desc = bftb_bulgaria_factions.72.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.72.a
		BUL_bzns_medium_loyalty_decrease_effect = yes
		add_stability = -0.1
	}
}
### Entity: Decision
Component: EAI_config_target_asia_DECISIONS
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_config_target_asia_DECISIONS = {
	priority = 500
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: Event
Component: r56_yugoslavia.1
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, has_idea, has_country_leader, retire_country_leader
Source: game
File: events/r56_yugoslavia.txt

Code:
country_event = {
	id = r56_yugoslavia.1
	title = r56_yugoslavia.1.t
	desc = r56_yugoslavia.1.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	trigger = {
		tag = YUG
		has_idea = YUG_idea_croatian_opposition
		has_country_leader = {
			character = YUG_milan_stojadinovic
			ruling_only = yes
		}
	}
	fire_only_once = yes
	option = {
		name = r56_yugoslavia.1.a
		ai_chance = {
			base = 100
		}
		add_political_power = -25
		retire_country_leader = yes
		promote_character = YUG_dragisa_cvetkovic
	}
}
### Entity: Idea
Component: POR_economic_shocks
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_economic_shocks = {
	picture = usa_great_depression_2
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
		production_speed_buildings_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		fascism_drift = -0.02
	}
}
### Entity: Character
Component: JAP_meijis_true_successor_trait
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_meijis_true_successor_trait = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.05
	research_speed_factor = 0.02
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_military_youth
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_military_youth
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = EFR_milice_francaise
	}
	relative_position_id = EFR_milice_francaise
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = military_youth_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: CYP_naval_invasion_specialisation
Constructs: coordination_bonus
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_naval_invasion_specialisation = {
	picture = generic_naval_invasion
	modifier = {
		naval_invasion_penalty = -0.05
		coordination_bonus = 0.04
		command_power_gain = 0.2
	}
}
### Entity: Character
Component: OMA_said_ibn_timur
Source: game
File: common/characters/OMA.txt

Code:
OMA_said_ibn_timur = {
	advisor = {
		slot = army_chief
		idea_token = OMA_said_ibn_timur
		allowed = {
			original_tag = OMA
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Said ibn Timur
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Character
Component: ITA_emilio_de_bono
Source: game
File: common/characters/ITA.txt

Code:
ITA_emilio_de_bono = {
	name = ITA_emilio_de_bono
	portraits = {
		army = {
			small = GFX_idea_emilio_de_bono
			large = GFX_portrait_ITA_emilio_de_bono
		}
	}
	advisor = {
		slot = army_chief
		idea_token = emilio_de_bono
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			army_chief_defensive_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
	field_marshal = {
		traits = {
			old_guard trait_cautious politically_connected defensive_doctrine
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Decision
Component: BHU_army_establishment
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, fire_only_once, complete_effect, remove_effect, set_country_flag
Source: game
File: common/decisions/Bhutan_decisions.txt

Code:
BHU_army_establishment = {
	BHU_improve_military_standards = {
		icon = generic_army_support
		available = {
			tag = BHU
			has_completed_focus = BHU_first_inspection
		}
		allowed = {
			tag = BHU
		}
		cost = 75
		fire_only_once = yes
		ai_will_do = {
			factor = 10
		}
		days_remove = 120
		visible = {
			has_completed_focus = BHU_first_inspection
		}
		complete_effect = {
			add_war_support = 0.05
		}
		remove_effect = {
			set_country_flag = bhutan_improved_military_standards
			army_experience = 30
			unlock_decision_tooltip = BHU_mountain_warfare_courses BHU_the_winter_soldiers
		}
	}
	BHU_mountain_warfare_courses = {
		icon = generic_prepare_civil_war
		available = {
			tag = BHU
			has_completed_focus = BHU_officers_training
		}
		allowed = {
			tag = BHU
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 10
		}
		days_remove = 120
		visible = {
			has_country_flag = bhutan_improved_military_standards
		}
		remove_effect = {
			army_experience = 15
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = trait_mountaineer
					}
				}
				add_trait = {
					trait = trait_mountaineer
				}
			}
		}
	}
	BHU_the_winter_soldiers = {
		icon = generic_prepare_civil_war
		available = {
			tag = BHU
			has_completed_focus = BHU_officers_training
		}
		allowed = {
			tag = BHU
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 10
		}
		days_remove = 120
		visible = {
			has_country_flag = bhutan_improved_military_standards
		}
		remove_effect = {
			army_experience = 15
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = winter_specialist
					}
				}
				add_trait = {
					trait = winter_specialist
				}
			}
		}
	}
}
### Entity: Decision
Component: GER_election_reults
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_election_reults = {
	icon = GFX_decision_category_generic_democracy
	allowed = {
		original_tag = GER
	}
	visible_when_empty = yes
	priority = 103
	visible = {
		AND = {
			NOT = {
				has_country_flag = GER_nsl_passed
			} {
				has_completed_focus = GER_shake_off_the_fascist_yoke
			} {
				has_completed_focus = GER_pass_the_beck_constiution
			}
			has_completed_focus = GER_hold_new_elections
			OR = {
				NOT = {
					has_completed_focus = GER_found_the_new_german_state
				}
				has_completed_focus = GER_offer_goerdeler_reconciliation
			}
		}
	}
	scripted_gui = r56_GER_election_gui
}
### Entity: Order of Battle
Component: Lebanese Regiment
Constructs: division_template
Source: game
File: history/units/LEB_1936.txt

Code:
division = {
	name = Lebanese Regiment
	location = 792
	division_template = Brigade Coloniale
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_tank_armor
Constructs: limit, is_major, set_temp_variable, has_tech
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_armor.txt

Code:
EAI_PR_STRATEGIES_tank_armor = {
	if = {
		limit = {
			EAI_armor_2_MODULE_FOCUS = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_tank_armor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armor_tech_1
				} {
					_prio_val = prio_cat
				}
				date = > 1937.6.1
				if = {
					limit = {
						OR = {
							has_tech = improved_light_tank_chassis basic_medium_tank_chassis basic_heavy_tank_chassis
						}
					}
					multiply_temp_variable = {
						_prio_val = 1.2
					}
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armor_tech_2
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armor_tech_3
				} {
					_prio_val = prio_cat
				}
				date = > 1941.1.1
				EAI_armor_4_MODULE_FOCUS = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armor_tech_4
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
				EAI_armor_4_MODULE_FOCUS = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Achievement
Component: edelweiss_seedelweiss
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_coastal, has_navy_size
Source: game
File: common/achievements.txt

Code:
edelweiss_seedelweiss = {
	id = 215
	possible = {
		tag = AUS
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		AUS = {
			any_controlled_state = {
				is_coastal = yes
			}
			has_navy_size = {
				unit = battleship
				size = > 9
			}
			has_country_flag = AUS_von_trapp_hired_flag
		}
	}
}
### Entity: Modding Documentation
Construct: num_battalions_with_type
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_battalions_with_type
* description: number of battalions with sub unit type, sub unit type is defined in target. example: num_battalions_with_type@light_armor
### Entity: Character
Component: TTS_ferdinand_pius
Source: game
File: common/characters/TTS.txt

Code:
TTS_ferdinand_pius = {
	name = TTS_ferdinand_pius
	portraits = {
		civilian = {
			large = GFX_portrait_TTS_ferdinand_pius
			small = GFX_portrait_TTS_ferdinand_pius_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			duke_of_castro
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: State History
Component: 148
Constructs: add_core_of
Source: game
File: history/states/148-Lappi.txt

Code:
state = {
	id = 148
	name = STATE_148
	manpower = 121737
	state_category = rural
	resources = {
		steel = 7
		chromium = 2
	}
	history = {
		owner = FIN
		add_core_of = FIN SMI
		victory_points = {
			11164 2
		} {
			6087 1
		} {
			11125 1
		} {
			6142 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		30 103 124 162 167 203 2992 3055 3069 3097 3107 3158 3193 6061 6076 6087 6128 6137 6142 9112 9189 9223 11030 11115 11125 11130 11164 11167 11204
	}
	local_supplies = 3.0
}
### Entity: Country History
Country: SOV
Component: SOV_technology
Constructs: set_technology
Source: game
File: history/countries/SOV - Soviet union.txt

Code:
# Starting Technologies for SOV
set_technology = {
	synth_oil_experiments = 1
}
{
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_default_area_priority
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_default_area_priority = {
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = area_priority
		id = europe
		value = 100
	} {
		type = area_priority
		id = north_america
		value = 100
	} {
		type = area_priority
		id = south_america
		value = 100
	} {
		type = area_priority
		id = asia
		value = 100
	} {
		type = area_priority
		id = middle_east
		value = 100
	} {
		type = area_priority
		id = pacific
		value = 100
	} {
		type = area_priority
		id = oceania
		value = 100
	} {
		type = area_priority
		id = africa
		value = 50
	} {
		type = area_priority
		id = suez
		value = 100
	} {
		type = area_priority
		id = scandinavia
		value = 50
	} {
		type = area_priority
		id = EAI_china_coast
		value = 100
	}
}
### Entity: Trigger Reference
Construct: network_national_coverage
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## network_national_coverage

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks network national coverage you have over a country. Example: 
network_national_coverage = { 
 target = GER
 value > 0.5
} 

```
### Entity: Event
Component: r56i.event.14
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56i_events.txt

Code:
country_event = {
	id = r56i.event.14
	title = r56i.event.14.title
	desc = r56i.event.14.description
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = r56i.event.14.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_for_kaiser_and_fatherland
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_for_kaiser_and_fatherland
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = AUS_old_friends_not_forgotten AUS_destroy_the_compromise
	}
	x = 3
	y = 1
	relative_position_id = AUS_old_friends_not_forgotten
	cost = 8
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_return_of_habsburgs
			add_idea = AUS_for_kaiser_and_fatherland_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: idea_CHL_repubican_guard
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
idea_CHL_repubican_guard = {
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	picture = YUG_federal_defense_council
	modifier = {
		army_core_defence_factor = 0.1
		conscription_factor = 0.05
		training_time_army_factor = -0.15
		drift_defence_factor = 0.15
	}
}
### Entity: Idea
Component: ETH_victor_emanuel_of_ethiopia_idea_bad
Constructs: has_government, is_subject_of, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_victor_emanuel_of_ethiopia_idea_bad = {
	picture = ETH_victor_emanuel_of_ethiopia
	name = ETH_victor_emanuel_of_ethiopia_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_subject_of = ITA
	}
	available = {
		is_subject_of = ITA
		OR = {
			ITA = {
				has_government = fascism
			} {
				has_government = neutrality
			}
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: Modding Documentation
Construct: num_status_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_status_traits
* description: number of status traits a leader has
### Entity: National Focus
Tree: pal_focus
Component: PAL_grand_jihad
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader, is_ally_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_grand_jihad
	icon = GFX_goal_PAL_grand_jihad
	prerequisite = {
		focus = PAL_majlis_elections
	}
	x = 0
	y = 1
	relative_position_id = PAL_majlis_elections
	cost = 10
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = PAL_fascist_coup
	}
	available = {
		NOT = {
			has_country_leader = {
				character = PAL_hasan_salameh
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		add_ideas = PAL_middle_eastern_jihad_idea
		if = {
			limit = {
				ISR = {
					exists = yes
				}
				NOT = {
					is_ally_with = ISR
				}
			}
			create_wargoal = {
				target = ISR
				type = annex_everything
			}
		}
	}
}