Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: ITA_is_italian_tag_for_music
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_italian_tag_for_music = {
	OR = {
		original_tag = ITA AOI LBV PAP TOS SPM TTS
	}
}
### Entity: Character
Component: SPR_joakin_egia_unzueta
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_joakin_egia_unzueta = {
	name = SPR_joakin_egia_unzueta
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SPR_joakin_egia_unzueta
		ledger = navy
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			has_completed_focus = SPR_masters_of_our_own_fate
			NOT = {
				has_completed_focus = SPR_regional_defense_council_of_aragon
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			navy_chief_maneuver_1
		}
		cost = 50
	}
}
### Entity: Idea
Component: ICE_marine_strong
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_marine_strong = {
	picture = generic_amphibious_assault
	allowed_civil_war = {
		always = yes
	}
	modifier = {

	}
}
### Entity: Country History
Country: ORO
Component: ORO_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/ORO - Oromo.txt

Code:
# Misc for ORO
capital = 836
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: EST_corporate_chambers_idea
Constructs: removal_cost
Source: game
File: common/ideas/estonia.txt

Code:
EST_corporate_chambers_idea = {
	picture = generic_goods_red_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.075
		global_building_slots_factor = 0.2
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_fill_the_railways_gaps
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_to_variable, is_core_of, add_building_construction, build_railway
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_fill_the_railways_gaps
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = POL_the_four_year_plan
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 2
		}
		every_owned_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = infrastructure
					size = > 2
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				438 3483 6557 11543
			}
		} {
			path = {
				11543 6520 11503 560 6280 11341 9304
			}
		} {
			path = {
				9236 277
			}
		} {
			path = {
				277 406 11391 11342
			}
		} {
			path = {
				11550 3562 438
			}
		} {
			path = {
				11357 11329 9316 9290
			}
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Fortress_Sjaelland
Constructs: shared_focus, prerequisite, has_war, completion_reward, has_war_support, is_fully_controlled_by, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Fortress_Sjaelland
	icon = GFX_goal_generic_city_chain_forts
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			threat = > 0.1
			has_war_support = > 0.15
			has_war = yes
		}
		37 = {
			is_fully_controlled_by = DEN
		}
	}
	prerequisite = {
		focus = DEN_Denmark_in_Peril
	}
	x = -5
	y = 1
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = DEN_Disarmed_Military
				add_idea = DEN_Disarmed_Military_cfort
			}
		}
		add_to_variable = {
			den_military_improved = 1
		}
		set_variable = {
			cfort_factory_production = 0
		}
		37 = {
			add_building_construction = {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 3325
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 6287
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 3305
			}
		}
	}
}
### Entity: State History
Component: 1068
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1068-Santa Fe.txt

Code:
state = {
	id = 1068
	name = STATE_1068
	manpower = 2307820
	resources = {
		oil = 6
	}
	state_category = town
	history = {
		owner = ARG
		add_core_of = ARG
		add_to_array = {
			state_victory_points = 7500
		} {
			state_victory_points = 5163
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 1
			arms_factory = 1
		}
		victory_points = {
			7500 10
		} {
			5163 1
		}
	}
	provinces = {
		2172 5163 7500 8208 10985 10975 13000
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: form_turan_category
Constructs: has_completed_focus, remove_ideas, has_government, fire_only_once, has_dlc, is_subject, has_global_flag, complete_effect
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_turan_category = {
	form_turan = {
		icon = generic_form_nation
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_turkey_required_states_tt
				controls_state = 797 341 340 339 342 343 347 49 798 346 345 356 348 344 355 349 350 354 353 352 800 799
			} {
				tooltip = form_country_turan_syria_required_states_tt
				controls_state = 677 680
			} {
				tooltip = form_country_turan_iraq_required_states_tt
				controls_state = 676
			} {
				tooltip = form_country_turan_iran_required_states_tt
				controls_state = 421 419 420 417 413 266 416 1000 1001 1004
			} {
				tooltip = form_country_turan_azerbaijan_required_states_tt
				controls_state = 229
			} {
				tooltip = form_country_turan_kuban_crimea_required_states_tt
				controls_state = 233 232 235 234 237 238 236 407 406 218 227 228 200 196 137 827 828 821
			} {
				tooltip = form_country_turan_urals_central_asia_required_states_tt
				controls_state = 582 402 583 587 585 584 405 404 586 732 742 589 588 590 570 571 823 832 831 830 882 881 651 249 256 1007
			} {
				tooltip = form_country_turan_siberia_required_states_tt
				controls_state = 654 40 569 568 329 567 566 564 563 565 561 574 576 562 874 644 876 877 637 822 878 575 578
			}
		}
		visible = {
			original_tag = TUR
			has_completed_focus = TUR_turanist_ambition
			NOT = {
				has_global_flag = form_turan_flag
			}
		}
		complete_effect = {
			set_country_flag = TUR_trn_flag
			TUR_set_appropriate_cosmetic_tag = yes
			hidden_effect = {
				news_event = {
					id = bftb_news.209
					hours = 6
				}
				797 = {
					add_core_of = TUR
				}
				341 = {
					add_core_of = TUR
				}
				340 = {
					add_core_of = TUR
				}
				339 = {
					add_core_of = TUR
				}
				342 = {
					add_core_of = TUR
				}
				343 = {
					add_core_of = TUR
				}
				347 = {
					add_core_of = TUR
				}
				49 = {
					add_core_of = TUR
				}
				798 = {
					add_core_of = TUR
				}
				346 = {
					add_core_of = TUR
				}
				345 = {
					add_core_of = TUR
				}
				356 = {
					add_core_of = TUR
				}
				348 = {
					add_core_of = TUR
				}
				344 = {
					add_core_of = TUR
				}
				355 = {
					add_core_of = TUR
				}
				349 = {
					add_core_of = TUR
				}
				350 = {
					add_core_of = TUR
				}
				354 = {
					add_core_of = TUR
				}
			
# ... (truncated)
### Entity: Character
Component: IRQ_muhammad_husayn_kashif_al_ghita
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_muhammad_husayn_kashif_al_ghita = {
	name = IRQ_muhammad_husayn_kashif_al_ghita
	portraits = {
		civilian = {
			small = GFX_portrait_IRQ_muhammad_husayn_kashif_al_ghita_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IRQ_muhammad_husayn_kashif_al_ghita
		traits = {
			IRQ_shiite_philosopher
		}
		allowed = {
			has_dlc = Graveyard of Empires
			original_tag = IRQ
		}
		available = {

		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PATHFIND_get_lowest_from_open_list
Constructs: limit, set_temp_variable, check_variable, remove_index, remove_from_temp_array
Source: game
File: common/scripted_effects/EAI_PATHFINDING_effects.txt

Code:
EAI_PATHFIND_get_lowest_from_open_list = {
	set_temp_variable = {
		current = 0
	} {
		lowest_f_score = 99999
	}
	for_each_loop = {
		array = open_list
		var:v = {
			if = {
				limit = {
					check_variable = {
						EAI_PATHFIND_f_score = < lowest_f_score
					}
				}
				set_temp_variable = {
					lowest_f_score = EAI_PATHFIND_f_score
				} {
					remove_index = i
				} {
					current = THIS.id
				}
			}
		}
	}
	remove_from_temp_array = {
		array = open_list
		index = remove_index
	}
}
### Entity: Technology
Component: etax_grand_projects
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_super_soldiers
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_the_bomb
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1942
	rocket_artillery = {
		soft_attack = 0.15
	}
	motorized_rocket_brigade = {
		soft_attack = 0.1
	}
	rocket_artillery_brigade = {
		soft_attack = 0.1
	}
	mot_rocket_artillery_brigade = {
		soft_attack = 0.1
	}
	folder = {
		name = etax_folder
		position = {
			x = 6
			y = 10
		}
	}
	categories = {
		r56_special_research_division infantry_tech industry
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1942.1.1
		} {
			factor = 7
			date = > 1943.1.1
		} {
			factor = 8
			date = > 1944.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_get_rich
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_get_rich
	icon = GFX_goal_MON_desert_investment
	x = -1
	y = 1
	relative_position_id = MON_continue_new_course_policy
	cost = 10
	prerequisite = {
		focus = MON_continue_new_course_policy
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_get_rich_idea
		country_event = {
			id = mongol_genden.1
		}
		custom_effect_tooltip = MON_pro_get_rich_helping_tt
		MON_mongol_bank_funds_increase = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_land_reforms_program
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_land_reforms_program
	icon = GFX_goal_generic_forceful_treaty
	cost = 10
	prerequisite = {
		focus = VIN_three_together_system
	} {
		focus = VIN_cement_rule_in_the_villages
	}
	completion_reward = {
		add_ideas = VIN_land_reforms_program
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 3
	y = 2
}
### Entity: Technology
Component: early_carrier
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		carrier_1
	}
	path = {
		leads_to_tech = basic_carrier
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = USA
		} {
			factor = 5
			tag = JAP
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon
Constructs: has_war
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon = {
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
	}
}
### Entity: Idea
Component: MEX_cedillo_tension_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_cedillo_tension_3 = {
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.07
	}
}
### Entity: Event
Component: tfv_canada.41
Constructs: is_triggered_only, limit, random_country, has_government, create_faction_from_template, add_to_faction, add_state_claim
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.41
	title = tfv_canada.41.t
	desc = tfv_canada.41.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = tfv_canada.41.a
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = northern_sovereignty_coalition
			icon = GFX_faction_logo_generic_fascist
		}
		random_country = {
			limit = {
				original_tag = MEX
				has_government = fascism
			}
			CAN = {
				add_to_faction = PREV
			}
		}
		MEX = {
			add_state_claim = 375 378 379 377 380 382 376
		}
		hidden_effect = {
			news_event = {
				id = news.249
				hours = 6
			}
		}
	}
}
### Entity: State History
Component: 574
Constructs: add_core_of
Source: game
File: history/states/574-Siberia 1.txt

Code:
state = {
	id = 574
	name = STATE_574
	manpower = 407866
	state_category = pastoral
	history = {
		owner = SOV
		victory_points = {
			10641 1
		}
		buildings = {
			infrastructure = 1
			air_base = 1
		}
		add_core_of = SOV YAK
	}
	provinces = {
		1748 1795 1852 1878 4726 4752 4798 4821 4855 7746 7765 7817 7844 7889 10589 10608 10641 10667 10701 10714 12565 12611 12623 12694
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_pilot_training
Constructs: prerequisite, completion_reward, add_to_variable, add_ace, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_pilot_training
	icon = GFX_focus_generic_pilot_training
	prerequisite = {
		focus = CZE_R56_air_is_our_sea
	}
	x = -1
	y = 1
	relative_position_id = CZE_R56_air_is_our_sea
	cost = 5
	completion_reward = {
		custom_effect_tooltip = CZE_modify_af_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_af_air_ace_generation_chance_factor = 0.1
			tooltip = air_ace_generation_chance_factor_tt
		}
		add_ace = {
			name = Josef
			surname = František
			callsign = Lonewolf
			type = fighter_genius
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_regulated_national_salaries
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_regulated_national_salaries
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = ARG_promote_urbanization
	}
	x = 2
	y = 1
	relative_position_id = ARG_promote_urbanization
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ARG_regulated_salaries
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_unbeaten_in_battle
Constructs: prerequisite, has_war, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_unbeaten_in_battle
	icon = GFX_focus_BRA_acquire_german_tanks
	cost = 8
	x = 0
	y = 1
	relative_position_id = LUX_maneuver_warfare
	prerequisite = {
		focus = LUX_maneuver_warfare
	}
	available = {
		has_war = yes
		surrender_progress = < 0.01
	}
	completion_reward = {
		add_ideas = r56_LUX_unbeaten_in_battle
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_provisional_government
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_provisional_government
	icon = GFX_focus_generic_self_management
	x = 51
	y = 0
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_political_power = 150
	}
}
### Entity: Character
Component: USA_robert_taft
Source: game
File: common/characters/USA.txt

Code:
USA_robert_taft = {
	name = USA_robert_taft
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = USA_robert_taft
		allowed = {
			original_tag = USA
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: Modifier Reference
Component: international_city
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
international_city = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_factor = -1
	recruitable_population_factor = -1
	local_factories = -1
	disable_strategic_redeployment = yes
}
### Entity: Country History
Country: TIB
Component: TIB_misc
Constructs: set_technology, add_political_power, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TIB - Tibet.txt

Code:
# Misc for TIB
capital = 757
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort construction_effort_2 production_effort_2 infrastructure_effort industrial_effort construction_effort production_effort
	oob = TIB_1939
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = mass_assault new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive
Source: game
File: common/ai_focuses/HUN.txt

Code:
ai_focus_aggressive = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 15.0
	}
}
### Entity: AI Strategy
Component: r56_SWE_historical_start_date_logic
Constructs: has_war, has_government, has_war_with, is_major, is_in_faction_with, is_in_faction, send_lend_lease_desire, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_historical_start_date_logic = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		has_war = no
		ROOT = {
			has_government = democratic
			NOT = {
				has_government = fascism
			} {
				is_in_faction_with = GER
			} {
				has_war_with = GER
			}
			is_in_faction = no
		}
		GER = {
			exists = yes
			has_government = fascism
			is_major = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = GER
		value = 10
	} {
		type = alliance
		id = GER
		value = -10
	} {
		type = alliance
		id = ENG
		value = -10
	} {
		type = send_lend_lease_desire
		id = GER
		value = -10
	} {
		type = send_volunteers_desire
		id = GER
		value = -10
	}
}
### Entity: Decision
Component: POR_towards_a_greater_portugal
Constructs: has_focus_tree
Source: game
File: common/decisions/categories/r56_POR_decision_categories.txt

Code:
POR_towards_a_greater_portugal = {
	icon = generic_formable_nations
	priority = 2000
	allowed = {
		original_tag = POR
	}
	visible = {
		has_focus_tree = r56_portuguese_focus
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_recruit_marines
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_recruit_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = PLY_naval_academy
	} {
		focus = PLY_special_forces
	}
	relative_position_id = PLY_the_air_fleet
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = MNC_recruit_marines
			bonus = 1
			uses = 1
			category = marine_tech
		}
	}
}
### Entity: Idea
Component: AUS_hungarian_martial_law
Constructs: has_war_with, is_core_of, compliance_gain
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_hungarian_martial_law = {
	picture = ARG_military_government
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = HUN
			any_controlled_state = {
				NOT = {
					is_core_of = AUS
				}
				is_core_of = HUN
			}
		}
	}
	targeted_modifier = {
		tag = HUN
		compliance_gain = -0.1
		resistance_growth = -0.05
	}
	modifier = {
		political_power_cost = 0.15
	}
}
### Entity: Idea
Component: SWI_swiss_neutral
Constructs: has_war, is_in_faction, is_subject, send_volunteers_tension
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_swiss_neutral = {
	allowed = {
		original_tag = SWI
	}
	cancel = {
		OR = {
			has_war = yes
			is_in_faction = yes
			is_subject = yes
		}
	}
	picture = neutrality_idea
	modifier = {
		join_faction_tension = 2
		send_volunteers_tension = 1.5
		guarantee_tension = 1.5
		improve_relations_maintain_cost_factor = -0.75
		trade_opinion_factor = 0.05
		ai_badass_factor = 0.1
		ai_focus_defense_factor = 0.5
		ai_focus_peaceful_factor = 0.5
		ai_get_ally_desire_factor = -1000
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_invite_communist_ministers
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invite_communist_ministers
	icon = GFX_goal_support_communism
	x = -3
	y = 1
	relative_position_id = FRA_form_the_popular_front
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FRA_revive_the_national_bloc FRA_review_foreign_policy
			}
		}
	}
	prerequisite = {
		focus = FRA_form_the_popular_front
	}
	mutually_exclusive = {

	}
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
			has_idea = GER_communist_refugees
		}
	}
	available = {
		not = {
			has_completed_focus = FRA_review_foreign_policy
		}
		is_subject = no
	}
	bypass = {
		has_government = communism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		FRA_right_wing_riot_effect = yes
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		set_temp_variable = {
			communism_temp = party_popularity@communism
		}
		multiply_temp_variable = {
			communism_temp = 0.25
		}
		add_stability = communism_temp
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}