Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_manifeste_convience_africaine
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, add_popularity, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_manifeste_convience_africaine
	icon = GFX_goal_generic_forceful_treaty
	x = 0
	y = 1
	prerequisite = {
		focus = COG_alliance_de_bakongo
	}
	relative_position_id = COG_alliance_de_bakongo
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {

	}
	completion_reward = {
		add_stability = -0.05
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_political_power = 50
		IF = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 150
				localization = COG_manifeste_convience_africaine
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_im_getting_stalled_out_in_war_with_CZE_try_to_break_out_in_the_south_and_go_for_brono
Constructs: has_war_with, has_war_with_major, is_controlled_by, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_im_getting_stalled_out_in_war_with_CZE_try_to_break_out_in_the_south_and_go_for_brono = {
	allowed = {
		original_tag = GER
	}
	enable = {
		exists = yes
		has_war_with_major = no
		controls_state = 4 152
		has_war_with = CZE
		surrender_progress = < 0.03
		CZE = {
			surrender_progress = < 0.25
		}
		casualties_inflicted_by = {
			opponent = CZE
			thousands = > 19
		} {
			opponent = CZE
			thousands = < 349
		}
		date = < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 972 70
		state_trigger = {
			is_controlled_by = CZE
		}
		ratio = 0.8
		ordertype = front
		execution_type = rush
		execute_order = yes
	} {
		type = force_concentration_target_weight
		state = 972 75
		value = 80
	}
}
### Entity: Scripted Effect
Component: SOV_pick_great_purge_navy_type_effect
Constructs: limit, set_temp_variable, random_list, has_idea, add_to_temp_variable, has_trait, is_navy_leader, has_navy_ledger
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_pick_great_purge_navy_type_effect = {
	set_temp_variable = {
		SOV_random_purge_test = 0
	}
	random_list = {
		50 = {
			modifier = {
				factor = 0
				has_idea = SOV_purged_junior_navy_officers_3
			}
			SOV_trigger_great_purge_junior_naval_officers_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					any_navy_leader = {
						SOV_character_can_be_purged = yes
						NOT = {
							has_trait = trait_SOV_stalinist
						}
					}
				}
			} {
				factor = 2
				any_character = {
					OR = {
						is_navy_leader = yes
						has_navy_ledger = yes
					}
					has_character_flag = SOV_potential_target_flag
				}
			}
			SOV_trigger_great_purge_trial_of_the_admirals_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				SOV_random_purge_test = 0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_artillery_eq
Constructs: has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_artillery_eq = {
	enable = {
		has_equipment = {
			artillery_equipment = < 1000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = artillery_equipment_3
		value = -100
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_encourage_paramilitary
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, add_popularity, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_encourage_paramilitary
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = DEN_conservatives_support DEN_conspire_with_the_officer_corps
	}
	relative_position_id = DEN_unify_the_right
	x = -2
	y = 2
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
		unlock_decision_tooltip = DEN_bop_landstorm
		DEN_bop_very_low_increase_effect = yes
	}
}
### Entity: Idea
Component: AST_R56_south_west_pacific_area_command_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_south_west_pacific_area_command_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		acclimatization_hot_climate_gain_factor = 0.1
		max_planning = 0.15
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_907
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_907 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 907
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_907
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			907
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_join_intermarium
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_join_intermarium
	icon = GFX_goal_generic_befriend_poland
	prerequisite = {
		focus = RUT_approach_poland RUT_approach_romania
	}
	mutually_exclusive = {
		focus = RUT_join_cordon_sanitaire RUT_join_little_entente
	}
	relative_position_id = RUT_approach_poland
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_subject = no
		is_in_faction = no
		POL = {
			OR = {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
			has_capitulated = no
		}
	}
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		POL = {
			country_event = generic.2
		}
	}
}
### Entity: Event
Component: mandate_palestine.114
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.114
	title = mandate_palestine.114.t
	desc = mandate_palestine.114.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.114.a
	}
}
### Entity: Character
Component: scientist_trait_r56_political_dancer
Source: game
File: common/scientist_traits/00_r56_traits.txt

Code:
scientist_trait_r56_political_dancer = {
	modifier = {
		special_project_speed_factor = 0.01
	}
}
### Entity: Event
Component: SEA_warlords.35
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_war_with, add_war_support, add_political_power, set_global_flag
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.35
	title = SEA_warlords.35.t
	desc = SEA_warlords.35.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_completed_focus = CHI_strengthening_our_resolve CHI_prepare_for_a_change_in_leadership
				}
			}
		}
		name = SEA_warlords.35.a
		trigger = {
			OR = {
				has_completed_focus = CHI_dang_guo CHI_end_military_primacy
			}
		}
		custom_effect_tooltip = chiang_could_be_shot_tt
		hidden_effect = {
			set_global_flag = early_united_front chiang_needs_to_die
		}
		if = {
			limit = {
				OR = {
					is_in_faction = no
					is_faction_leader = no
				}
			}
			create_faction_from_template = faction_template_chinese_united_front
		}
		every_other_country = {
			limit = {
				is_literally_china = yes
				is_subject = no
				NOT = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					any_other_country = {
						is_chinese_warlord = yes
						has_war_with = PREV
					}
					has_idea = SIK_battle_for_sinkiang
					original_tag = HBC
				}
			}
			country_event = {
				id = SEA_china.7
				days = 1
			}
			add_war_support = 0.05
		}
	} {
		ai_chance = {
			base = 10
		}
		name = SEA_warlords.35.b
		add_political_power = 25
		IF = {
			limit = {
				OR = {
					has_completed_focus = CHI_strengthening_our_resolve CHI_prepare_for_a_change_in_leadership
				}
			}
			hidden_effect = {
				set_global_flag = chiang_needs_to_die
			}
			custom_effect_tooltip = chiang_will_be_shot_tt
			if = {
				limit = {
					has_completed_focus = CHI_strengthening_our_resolve
				}
				set_country_flag = CHI_chiang_died_during_liangguang_incident_flag
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_in_from_the_cold
Constructs: prerequisite, limit, completion_reward, has_country_leader
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_in_from_the_cold
	icon = GFX_focus_generic_advisors
	prerequisite = {
		focus = AST_australia_first_party_focus
	}
	relative_position_id = AST_australia_first_party_focus
	x = -2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = AST_alexander_rud_mills AST_rex_ingamells
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = AST_adela_walsh
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			show_ideas_tooltip = AST_adela_walsh
		} {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = AST_percy_stephensen
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			show_ideas_tooltip = AST_percy_stephensen
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Scripted Effect
Component: GER_add_speer_effects
Constructs: has_completed_focus, limit, add_ideas
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_speer_effects = {
	if = {
		limit = {
			has_completed_focus = GER_plenipotentiary_of_armaments
		}
		add_ideas = GER_speer_reich_minister_of_armaments
	}
	else_if = {
		limit = {
			has_completed_focus = GER_ascension_of_speer
		}
		add_ideas = GER_speer_reich_architect
	}
}
### Entity: Character
Component: MEX_abelardo_rodriguez
Source: game
File: common/characters/MEX.txt

Code:
MEX_abelardo_rodriguez = {
	name = MEX_abelardo_rodriguez
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_abelardo_rodriguez
		}
		army = {
			large = GFX_portrait_MEX_abelardo_rodriguez
			small = GFX_portrait_MEX_abelardo_rodriguez_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = MEX_abelardo_rodriguez
		ledger = army
		allowed = {
			original_tag = MEX
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 704
	}
}
### Entity: AI Strategy
Component: FRA_dominance_fleet_1
Source: game
File: common/ai_navy/fleet/FRA_fleet_templates.txt

Code:
FRA_dominance_fleet_1 = {
	required_taskforces = {
		FRA_StrikeForce_1 = 1
		FRA_PatrolDominanceForce_1 = 3
		FRA_PatrolReconForce_1 = 3
	}
	optional_taskforces = {
		FRA_StrikeForce_1 = 1
		FRA_PatrolReconForce_1 = 3
		FRA_PatrolDominanceForce_1 = 3
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_finish_the_bauxite_project
Constructs: prerequisite, limit, completion_reward, has_tech, is_fully_controlled_by, add_to_variable, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_finish_the_bauxite_project
	icon = GFX_focus_CHI_import_fertilisers
	available = {
		has_tech = excavation4
		1047 = {
			is_fully_controlled_by = ROOT
			infrastructure = > 4
		}
	}
	prerequisite = {
		focus = INS_bauxite_export INS_aluminium_factory
	}
	x = 1
	y = 1
	relative_position_id = INS_bauxite_export
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 4
	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.05
			tooltip = min_export_tt
		}
		1047 = {
			if = {
				limit = {
					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
				}
				add_resource = {
					type = aluminium
					amount = 14
				} {
					type = steel
					amount = 8
				} {
					type = tungsten
					amount = 6
				} {
					type = chromium
					amount = 6
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: IRQ_support_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_support_organization = {
	include = generic_support_equipment_organization
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {

	}
}
### Entity: Unit Template
Component: LUX_CAV_01
Source: game
File: common/units/names_divisions/LUX_names_divisions.txt

Code:
LUX_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		LUX
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Schnelle Division
	ordered = {
		1 = {
			%d. Schnelle Division
		}
		2 = {
			%d. Schnelle Division
		}
		3 = {
			%d. Schnelle Division
		}
		4 = {
			%d. Schnelle Division
		}
		5 = {
			%d. Schnelle Division
		}
		6 = {
			%d. Schnelle Division
		}
		7 = {
			%d. Schnelle Division
		}
		8 = {
			%d. Schnelle Division
		}
		9 = {
			%d. Schnelle Division
		}
		10 = {
			%d. Schnelle Division
		}
	}
}
### Entity: Event
Component: bftb_greece.194
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.194
	title = bftb_greece.194.t
	desc = bftb_greece.194.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.194.a
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_mass_firearm_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_mass_firearm_production
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = MON_weapon_prototype_development
	}
	x = 0
	y = 1
	relative_position_id = MON_weapon_prototype_development
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_mass_firearm_production_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Scripted Trigger
Component: EAI_get_special_forces_tree
Constructs: has_country_flag, has_political_power
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_get_special_forces_tree = {
	OR = {
		has_political_power = > 300
		has_country_flag = EAI_TEMPLATE_amphibious_template_upgrade
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_army_infantry
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_army_infantry
	icon = GFX_goal_machine_gun
	cost = 5
	prerequisite = {
		focus = SAU_army_focus_1
	}
	ai_will_do = {
		factor = 2
	}
	relative_position_id = SAU_army_focus_1
	x = -3
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAU_army_infantry
			uses = 1
			bonus = 1
			category = infantry_weapons
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = SAU
		}
	}
}
### Entity: Decision
Component: CHI_army_planing_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_army_planing_decisions = {
	icon = generic_independence
	allowed = {
		has_dlc = No Compromise, No Surrender
		tag = CHI
	}
	available = {

	}
	visible = {
		OR = {
			has_completed_focus = CHI_bog_them_down_in_the_centre CHI_prepare_the_war_zones
		}
	}
}
### Entity: Event
Component: AFG_industrial_events.16
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.16
	title = AFG_industrial_events.16.t
	desc = AFG_industrial_events.16.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.16.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Country History
Country: SCA
Component: SCA_technology
Constructs: set_technology
Source: game
File: history/countries/SCA - Scandinavia.txt

Code:
# Starting Technologies for SCA
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	gw_artillery = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	early_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	basic_battery = 1
	coastal_defense_ships = 1
}
### Entity: Idea
Component: resistance_purged
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
resistance_purged = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = officers_purged
	modifier = {
		stability_factor = -0.2
		war_support_factor = -0.2
	}
}
### Entity: Wiki Documentation
Construct: html
Constructs: html, advisor_cost
Source: wiki
File: wiki/Template%3AUnique_national_idea_bonus_list.html

Doc:
[view] [edit] Template documentation
Produces a list similar to a section of Unique national idea bonuses.

Usage:
```
{{Unique national idea bonus list|advisor_cost|:*|%}}
```

Byzantine Traditions: -10%

Bohemian Traditions: -10%

Saxon Traditions: -10%

Tibetan Ambitions: -10%

National Traditions: -10%

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Unique_national_idea_bonus_list&oldid=101"
### Entity: State History
Component: 360
Constructs: add_core_of
Source: game
File: history/states/360-Pennsylvania.txt

Code:
state = {
	id = 360
	name = STATE_360
	manpower = 9631346
	state_category = megalopolis
	resources = {
		steel = 44
		coal = 160
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 4
			industrial_complex = 5
			dockyard = 7
			air_base = 2
			6845 = {
				naval_base = 8
			}
		}
		add_core_of = USA
		victory_points = {
			6845 20
		} {
			11800 15
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 6
				dockyard = 8
			}
		}
	}
	provinces = {
		702 822 847 862 880 891 894 3687 3697 3802 3824 3847 3850 3880 3897 6705 6845 6869 6872 6885 6899 9662 9789 9804 9820 9836 11648 11758 11769 11785 11789 11799 11800 11817 12405
	}
	local_supplies = 0.0
}
### Entity: Event
Component: portugal.54
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.54
	title = portugal.54.t
	desc = portugal.54.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = portugal.54.a
		add_political_power = 35
		add_war_support = 0.03
	}
}
### Entity: Scripted Trigger
Component: ITA_is_monarchist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_monarchist_ai = {
	OR = {
		has_country_flag = ITA_AI_RANDOM_MONARCHIST
		has_game_rule = {
			rule = ITA_ai_behavior
			option = ITA_MONARCHIST_ROMAN_EMPIRE
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_responsible_government
Constructs: prerequisite, limit, every_country, completion_reward, is_subject, cancel_if_invalid, set_politics, swap_ideas
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_responsible_government
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = HUN_elect_a_democratic_king
	}
	x = 0
	y = 1
	relative_position_id = HUN_elect_a_democratic_king
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		democratic = > 0.4
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
		}
		hold_election = HUN
		swap_ideas = {
			add_idea = HUN_his_majestys_government
			remove_idea = HUN_hungarian_monarchy_democratic
		}
		hidden_effect = {
			if = {
				limit = {

				}
				remove_opinion_modifier = {
					target = CZE
					modifier = BFTB_incongruous_neighbors
				} {
					target = ROM
					modifier = BFTB_incongruous_neighbors
				} {
					target = YUG
					modifier = BFTB_incongruous_neighbors
				}
				every_country = {
					limit = {
						has_opinion_modifier = BFTB_balkan_pact_enemy
					}
					remove_opinion_modifier = {
						target = HUN
						modifier = BFTB_balkan_pact_enemy
					}
				}
			}
		}
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: has_government, has_war_with
Source: game
File: common/technology_sharing/14_tsr_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = MAN_PRC_technology_sharing_group
	name = MAN_PRC_technology_sharing_group_name
	desc = MAN_PRC_technology_sharing_group_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	available = {
		OR = {
			AND = {
				original_tag = MAN
				has_government = communism
				NOT = {
					has_war_with = PRC
				}
			} {
				original_tag = PRC
				has_government = communism
				NOT = {
					has_war_with = MAN
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_red_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = TAN_Com_Generals
	}
	x = 0
	y = 1
	relative_position_id = TAN_Com_Generals
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: Idea
Component: POL_Sanacja_Government2
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Sanacja_Government2 = {
	picture = POL_Sanacja_Government
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		has_government = neutrality
	}
	rule = {
		can_guarantee_other_ideologies = yes
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.02
		drift_defence_factor = 0.5
		ai_focus_defense_factor = 0.1
		communism_acceptance = -50
		production_factory_efficiency_gain_factor = 0.1
		political_power_factor = 0.1
	}
}