Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Misc Config
Component: colonial_police
Constructs: limit, has_completed_focus, has_country_flag, is_on_continent, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
colonial_police = {
	icon = 13
	sound_effect = Martial_Law_Interface_Autonomous_Occupation_Unique_DEM
	fallback_law = colonial_police_improved
	visible = {
		OR = {
			AND = {
				original_tag = ITA
				NOT = {
					has_country_flag = ITA_colonial_police_improved_flag
				}
				OR = {
					AND = {
						has_completed_focus = ITA_albanian_fascist_militia
						FROM = {
							original_tag = ALB
						}
					} {
						has_completed_focus = ITA_ministry_of_italian_africa
						FROM = {
							capital_scope = {
								is_on_continent = africa
							}
						}
					}
				}
			} {
				original_tag = BEL
				has_completed_focus = CONGO_force_publique
				FROM = {
					capital_scope = {
						is_on_continent = africa
					}
				}
			}
		}
	}
	state_modifier = {
		resistance_target = -0.3
		compliance_gain = -0.02
		required_garrison_factor = -0.3
		resistance_damage_to_garrison = -0.4
	}
	ai_will_do = {
		base = 250
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.3
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.35
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.55
				}
			}
			add = 350
		}
	}
}
### Entity: Idea
Component: fabrica_nacional_armas
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/mexico.txt

Code:
fabrica_nacional_armas = {
	picture = generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = MEX
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Effect
Component: raj_adjust_dec_cost
Constructs: limit, has_idea, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_adjust_dec_cost = {
	if = {
		limit = {
			has_idea = RAJ_PAK_Leaning_6
		}
		set_variable = {
			ind_dec_cost = 200
		} {
			pak_dec_cost = 100
		}
	}
	else_if = {
		limit = {
			has_idea = RAJ_PAK_Leaning_5
		}
		set_variable = {
			ind_dec_cost = 175
		} {
			pak_dec_cost = 100
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_4
		}
		set_variable = {
			ind_dec_cost = 150
		} {
			pak_dec_cost = 75
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_3
		}
		set_variable = {
			ind_dec_cost = 125
		} {
			pak_dec_cost = 75
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_2
		}
		set_variable = {
			ind_dec_cost = 100
		} {
			pak_dec_cost = 50
		}
	} {
		limit = {
			has_idea = RAJ_PAK_Leaning_1
		}
		set_variable = {
			ind_dec_cost = 75
		} {
			pak_dec_cost = 50
		}
	} {
		limit = {
			has_idea = RAJ_IND_PAK_STATUS_QUO
		}
		set_variable = {
			ind_dec_cost = 50
		} {
			pak_dec_cost = 50
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_1
		}
		set_variable = {
			ind_dec_cost = 50
		} {
			pak_dec_cost = 75
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_2
		}
		set_variable = {
			ind_dec_cost = 50
		} {
			pak_dec_cost = 100
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_3
		}
		set_variable = {
			ind_dec_cost = 75
		} {
			pak_dec_cost = 125
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_4
		}
		set_variable = {
			ind_dec_cost = 75
		} {
			pak_dec_cost = 150
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_5
		}
		set_variable = {
			ind_dec_cost = 100
		} {
			pak_dec_cost = 175
		}
	} {
		limit = {
			has_idea = RAJ_IND_Leaning_6
		}
		set_variable = {
			ind_dec_cost = 100
		} {
			pak_dec_cost = 200
		}
	}
	add_to_variable = {
		ind_dec_cost = ind_dec_cost_bonus
	} {
		pak_dec_cost = pak_dec_cost_bonus
	}
}
### Entity: National Focus
Component: bra_amigo_portugal
Constructs: prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, is_faction_leader, is_subject
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_amigo_portugal
	icon = GFX_focus_generic_befriend_portugal
	prerequisite = {
		focus = bra_transatlantico
	}
	relative_position_id = bra_transatlantico
	x = 0
	y = 1
	cost = 5
	available = {
		OR = {
			is_faction_leader = yes
			POR = {
				is_faction_leader = yes
			}
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = POR
			}
			POR = {
				is_subject = yes
			} {
				is_in_faction = yes
				is_faction_leader = no
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				POR = {
					is_in_faction = no
				}
			}
			POR = {
				country_event = {
					days = 1
					id = generic.5
				}
			}
		} {
			limit = {
				POR = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = BRA
						is_in_faction_with = BRA
					}
				}
				POR = {
					add_to_faction = PREV
					add_opinion_modifier = {
						target = PREV
						modifier = huge_increase
					}
				}
			}
			hidden_effect = {
				POR = {
					save_event_target_as = alliance_inviter
					set_country_flag = alliance_inviter@ROOT
				}
				BRA = {
					set_country_flag = alliance_applicant@ROOT
					save_event_target_as = alliance_applicant
				}
				news_event = {
					id = r56i.event.16
					hours = 12
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Scripted Effect
Component: SIA_phibuns_takeover_r56_effects
Constructs: add_ideas, add_country_leader_role
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_phibuns_takeover_r56_effects = {
	add_country_leader_role = {
		character = SIA_plaek_phibunsongkhram
		promote_leader = yes
		country_leader = {
			expire = 1965.1.1
			ideology = ultranationalism
			traits = {
				SIA_calculated_ultranationalist_r56
			}
		}
	}
	custom_effect_tooltip = generic_skip_one_line_tt
	add_ideas = SIA_traditionalist_opposition_r56
}
### Entity: Character
Component: ALB_zuhdi_shabani
Source: game
File: common/characters/ALB.txt

Code:
ALB_zuhdi_shabani = {
	advisor = {
		slot = air_chief
		idea_token = ALB_zuhdi_shabani
		allowed = {
			original_tag = ALB
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Zuhdi Shabani
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SOV
		}
		requested_factories = 15
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:SOV_tula_arms_plant_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = SOV
		}
		requested_factories = 3
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:SOV_mytishchy_machine_building_plant_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = SOV
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:SOV_grabin_design_bureau_organization
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = SOV
			version_name = BT-7
		}
		requested_factories = 5
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:SOV_morozov_design_bureau_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = SOV
		}
		requested_factories = 5
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:SOV_gaz_organization
	}
}
### Entity: Event
Component: poland.150
Constructs: is_triggered_only, ai_chance, limit, random_country, add_political_power, has_idea_with_trait, is_in_faction_with, add_timed_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.150
	title = poland.150.t
	desc = poland.150.d
	picture = GFX_report_event_polish_pzl24
	is_triggered_only = yes
	option = {
		name = poland.150.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 3
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 0.2
				OR = {
					is_in_faction_with = GER HUN SOV
				}
			} {
				factor = 1.25
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
		random_country = {
			limit = {
				tag = CZE
			}
			add_political_power = 25
			add_timed_idea = {
				idea = POL_CZE_Arms_Deal
				days = 500
			}
			army_experience = 10
		}
		POL = {
			country_event = poland.151
			effect_tooltip = {
				add_timed_idea = {
					idea = POL_Arms_Deal_Dummy
					days = 500
				}
			}
			hidden_effect = {
				add_timed_idea = {
					idea = POL_Arms_Deal
					days = 500
				}
			}
			air_experience = 10
		}
	} {
		name = poland.150.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_in_faction_with = POL
			}
		}
		POL = {
			country_event = poland.152
		}
		hidden_effect = {
			POL = {
				add_timed_idea = {
					idea = POL_Arms_Imports
					days = 500
				}
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ.47
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.47
	title = GOE_RAJ.47.t
	desc = GOE_RAJ.47.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_timed_idea = {
				idea = idea_RAJ_communist_propaganda
				days = 70
			}
		}
	}
	option = {
		name = worrying
		effect_tooltip = {
			add_timed_idea = {
				idea = idea_RAJ_communist_propaganda
				days = 70
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_army_modernisation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_army_modernisation
	icon = GFX_goal_cuba_presidential_guard
	prerequisite = {
		focus = CUB_elite_tank_forces CUB_special_forces
	}
	relative_position_id = CUB_special_forces
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_army_modernisation
			bonus = 1
			uses = 2
			category = infantry_weapons support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: HUN_hungarian_gendarmerie_hussars
Constructs: conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_gendarmerie_hussars = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_hungarian_gendarmerie
	modifier = {
		army_org_regain = 0.15
		conscription_factor = 0.05
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.1
	}
}
### Entity: Idea
Component: POL_Family_Subsidies2
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Family_Subsidies2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_local_self_management
	modifier = {
		production_speed_infrastructure_factor = 0.05
		line_change_production_efficiency_factor = 0.2
		global_building_slots_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Character
Component: PER_fazlollah_zahedi
Constructs: has_dlc
Source: game
File: common/characters/PER.txt

Code:
PER_fazlollah_zahedi = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = PER_fazlollah_zahedi
		portraits = {
			army = {
				large = GFX_portrait_PER_fazlollah_zahedi
				small = GFX_portrait_PER_fazlollah_zahedi_small
			}
		}
		corps_commander = {
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_arab_2
			}
		}
		advisor = {
			allowed = {
				original_tag = PER
			}
			traits = {
				army_infantry_2
			}
			slot = high_command
			idea_token = PER_fazlollah_zahedi
			ledger = army
		}
	}
}
### Entity: Character
Component: PRC_behind_enemy_lines_traits
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_behind_enemy_lines_traits = {
	random = no
	sprite = 13
	resistance_target_on_our_occupied_states = 0.15
}
### Entity: Idea
Component: ETH_christmas_offensive_idea
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_christmas_offensive_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.1
	}
	modifier = {
		breakthrough_factor = 0.1
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_military_police_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_military_police_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: raj_focus
Component: RAJ_force_china_to_accept_opium_trade
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_force_china_to_accept_opium_trade
	icon = GFX_focus_attack_china
	prerequisite = {
		focus = RAJ_legalize_the_opium_trade
	}
	x = 0
	y = 1
	relative_position_id = RAJ_legalize_the_opium_trade
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			CHI = {
				controls_state = 743
				owns_state = 743
				is_subject = no
			}
			GXC = {
				controls_state = 591
				owns_state = 591
				is_subject = no
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CHI = {
					controls_state = 743
					owns_state = 743
				}
			}
			CHI = {
				country_event = {
					id = GOE_RAJ_eic.3
					hours = 2
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				RAJ = {
					transfer_state = 743
				}
				custom_effect_tooltip = RAJ_force_china_to_accept_opium_trade_tt
			}
		}
		else_if = {
			limit = {
				GXC = {
					controls_state = 591
					owns_state = 591
					is_subject = no
				}
			}
			GXC = {
				country_event = {
					id = GOE_RAJ_eic.3
					hours = 2
				}
			}
			custom_effect_tooltip = if_they_accept_tt RAJ_force_china_to_accept_opium_trade_tt
			effect_tooltip = {
				RAJ = {
					transfer_state = 591
				}
			}
		}
		else = {
			743 = {
				controller = {
					if = {
						limit = {
							owns_state = 743
						}
						country_event = {
							id = GOE_RAJ_eic.3
							hours = 2
						}
						custom_effect_tooltip = if_they_accept_tt
						effect_tooltip = {
							RAJ = {
								transfer_state = 743
							}
							custom_effect_tooltip = RAJ_force_china_to_accept_opium_trade_tt
						}
					}
				}
			}
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_focus_naval_ETH = {
	research = {
		naval_equipment = 5.0
		naval_doctrine = 100.0
		marine_tech = 10.0
		dd_tech = 3.0
		cl_tech = 3.0
		ca_tech = 3.0
		bc_tech = 3.0
		bb_tech = 3.0
		shbb_tech = 3.0
		tp_tech = 3.0
		cv_tech = 3.0
		ss_tech = 3.0
	}
}
### Entity: Character
Component: GXC_liu_peng
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_liu_peng = {
	name = GXC_liu_peng
	portraits = {
		civilian = {
			large = GFX_portrait_GXC_liu_peng
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			editor ideological_crusader
		}
		expire = 1943.1.1.12
		id = -1
	}
}
### Entity: Character
Component: POL_ludomil_rayski
Source: game
File: common/characters/POL.txt

Code:
POL_ludomil_rayski = {
	name = POL_ludomil_rayski
	portraits = {
		army = {
			small = GFX_idea_POL_ludomil_rayski
		}
	}
	advisor = {
		slot = air_chief
		idea_token = POL_ludomil_rayski
		allowed = {
			original_tag = POL
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: quebec.23
Constructs: is_triggered_only, add_ideas, fire_only_once, add_popularity, set_politics
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.23
	title = quebec.23.t
	desc = quebec.23.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.23.a
		add_popularity = {
			ideology = communism
			popularity = 0.2
		}
		add_ideas = {
			QUE_anglophone_opposition
		}
		set_politics = {
			ruling_party = communism
		}
	}
}
### Entity: Military Industrial Organization
Component: generic_general_aircraft_organization
Constructs: has_dlc, production_bonus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_general_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		NOT = {
			OR = {
				original_tag = GER ENG SOV FRA ITA JAP USA BEL CAN YUG ROM CZE HUN CHI MAN HOL BUL GRE TUR LAT LIT RKH
			}
		} {
			original_tag = SPR SPA SPB SPC SPD
		} {
			AND = {
				original_tag = POL
				OR = {
					has_dlc = Poland: United and Ready No Step Back
				}
			}
		} {
			AND = {
				OR = {
					original_tag = AST RAJ
				}
				has_dlc = Together for Victory
			}
		} {
			AND = {
				OR = {
					original_tag = PRC SHX XSM GXC YUN SIK
				}
				has_dlc = Waking the Tiger
			}
		} {
			AND = {
				original_tag = MEX
				has_dlc = Man the Guns
			}
		} {
			AND = {
				original_tag = POR
				has_dlc = La Resistance
			}
		} {
			AND = {
				OR = {
					original_tag = ETH SWI
				}
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				OR = {
					original_tag = FIN NOR DEN SWE
				}
				has_dlc = Arms Against Tyranny
			}
		} {
			AND = {
				OR = {
					original_tag = BRA CHL ARG
				}
				has_dlc = Trial of Allegiance
			}
		} {
			AND = {
				OR = {
					original_tag = AUS COG
				}
				has_dlc = Gotterdammerung
			}
		} {
			AND = {
				OR = {
					original_tag = AFG PER IRQ
				}
				has_dlc = Graveyard of Empires
			}
		} {
			AND = {
				OR = {
					original_tag = PHI SND HBC XIC GDC SIC NXM GSM KHM
				}
				has_dlc = No Compromise, No Surrender
			}
		} {
			AND = {
				OR = {
					original_tag = INS SIA
				}
				has_dlc = Thunder at Our Gates
			}
		}
	}
	equipment_type = {
		mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane mio_cat_eq_only_strategic_bomber
	}
	research_categories = {
		air_equipment
	}
	tree_header_text = {
		text = mio_header_fighter_aircraft
		x = 1
	} {
		text = mio_header_bomber_aircraft
		x = 4
	} {
		text = mio_header_naval_aircraft
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_general_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.03
		}
	}
	trait = {
		token = generic_mio_trait_conservative_designs
		name = generic_mio_trait_conservative_designs
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 4
			y = 0
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_fighter_aircraft_specialists
		name = generic_mio_trai
# ... (truncated)
### Entity: Idea
Component: XIC_new_fengtian_zhili_army_2_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/china_warlord.txt

Code:
XIC_new_fengtian_zhili_army_2_idea = {
	name = XIC_new_fengtian_zhili_army_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_coordinated_balkan_armed_forces
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		conscription = 0.015
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		army_claim_attack_factor = 0.05
		army_claim_defence_factor = 0.05
		army_org_factor = 0.05
	}
	targeted_modifier = {
		tag = MAN
		attack_bonus_against = 0.1
	}
}
### Entity: Shared Focus
Component: CARIB_ethnic_collaboration
Constructs: shared_focus, prerequisite, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_ethnic_collaboration
	icon = GFX_goal_VEN_caribbean_union
	cost = 10
	prerequisite = {
		focus = CARIB_improve_local_infrastructure
	}
	relative_position_id = CARIB_improve_local_infrastructure
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	allow_branch = {

	}
	completion_reward = {
		add_stability = 0.15
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_american_radio_address
Constructs: prerequisite, has_government, completion_reward, add_political_power, has_country_leader, is_government_in_exile, allow_branch, check_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_american_radio_address
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = ETH_boarding_the_train
	}
	x = 8
	y = 1
	relative_position_id = ETH_boarding_the_train
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		is_government_in_exile = yes
	}
	available_if_capitulated = yes
	bypass = {
		USA = {
			has_government = fascism
		}
	}
	allow_branch = {
		OR = {
			check_variable = {
				ETH.host_nation = ENG
			} {
				ETH.host_nation = SWE
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_legitimacy = 15
		add_popularity = {
			popularity = 0.1
			ideology = ROOT
		}
		add_political_power = 50
		custom_effect_tooltip = ETH_allow_fundraising_campaigns_tt
		set_country_flag = american_radio_adress_flag
	}
}
### Entity: Order of Battle
Component: Hawaiian Division
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Hawaiian Division
	location = 4180
	division_template = National Guard Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_sudden_shipyard
Constructs: prerequisite, limit, completion_reward, is_coastal, cancel_if_invalid, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_sudden_shipyard
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = CZE_access_to_the_sea
	}
	x = -2
	y = 1
	relative_position_id = CZE_access_to_the_sea
	cost = 10
	ai_will_do = {
		factor = 70
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 10
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = dockyard
									size = > 2
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: frugal_pennypincher
Source: game
File: common/country_leader/goe_traits.txt

Code:
frugal_pennypincher = {
	production_factory_efficiency_gain_factor = -0.07
	production_factory_start_efficiency_factor = -0.05
	production_factory_max_efficiency_factor = 0.15
}