Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: baltic_give_allied_equipment
Constructs: add_equipment_to_stockpile, limit, has_tech, create_production_license, cost_factor
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
baltic_give_allied_equipment = {
	if = {
		limit = {
			has_tech = advanced_infantry_weapons
		}
		create_production_license = {
			target = ROOT
			equipment = {
				type = infantry_equipment_3
			}
			cost_factor = 0
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_3
				amount = 2500
				producer = PREV
			}
		}
	}
	else_if = {
		limit = {
			has_tech = improved_infantry_weapons
		}
		create_production_license = {
			target = ROOT
			equipment = {
				type = infantry_equipment_2
			}
			cost_factor = 0
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_2
				amount = 2500
				producer = PREV
			}
		}
	} {
		limit = {
			has_tech = infantry_weapons1
		}
		create_production_license = {
			target = ROOT
			equipment = {
				type = infantry_equipment_1
			}
			cost_factor = 0
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 2500
				producer = PREV
			}
		}
	}
	else = {
		create_production_license = {
			target = ROOT
			equipment = {
				type = infantry_equipment_0
			}
			cost_factor = 0
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 2500
				producer = PREV
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_RAJ_boycott_british_made_goods
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_boycott_british_made_goods = {
	allowed = {
		original_tag = RAJ
	}
	picture = RAJ_boycott_british_made_goods
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: Order of Battle
Component: Cavalry Division
Constructs: division_template
Source: game
File: history/units/SYR_2000.txt

Code:
division = {
	name = Cavalry Division
	location = 4111
	division_template = Cavalry Divison
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Event
Component: BALTIC_entente_events.2
Constructs: is_triggered_only, add_ideas
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_entente_events.2
	title = BALTIC_entente_events.1.t
	desc = BALTIC_entente_events.1.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BALTIC_entente_events.1.a
		effect_tooltip = {
			add_ideas = {
				LIT_baltic_defence_army
			}
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/GER_monroe_doctrine_scripted_gui.txt

Code:
scripted_gui = {
	GER_monroe_doctrine_ui = {
		context_type = decision_category
		window_name = ger_monroe_doctrine_decision_ui_window
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_medium_navy_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_medium_navy_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 2
	}
	calculate_folkhemmet_medium_option = yes
}
### Entity: National Focus
Tree: ast_focus
Component: AST_australian_army_catering_corps
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_australian_army_catering_corps
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = AST_hmas_assault
	}
	x = 0
	y = 4
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_fund_owen_gun_research
			bonus = 1.0
			uses = 3
			technology = tech_logistics_company tech_logistics_company2 tech_logistics_company3 tech_logistics_company4
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AST_cederic_hicks
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_degrelle
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, allow_branch, has_game_rule, add_country_leader_role
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_degrelle
	icon = GFX_focus_BEL_degrelle
	prerequisite = {
		focus = BEL_royal_intervention
	}
	relative_position_id = BEL_royal_intervention
	mutually_exclusive = {
		focus = BEL_paul_emile_janson
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_COMPLETED_BY_EVENT
	}
	x = 3
	y = 1
	cost = 0
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BEL_paul_emile_janson BEL_vandervelde_minority
			}
		}
	}
	offset = {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_degrelle
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = BEL_auto_complete_royal_intervention_tt
			always = no
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_royal_intervention_complete_degrelle_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_country_leader_role = {
				character = BEL_leon_degrelle
				promote_leader = yes
				country_leader = {
					ideology = rexism
					expire = 1965.1.1.1
					traits = {
						BEL_belgian_inquisitor
					}
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			remove_ideas = BEL_collapsing_government_ns
			add_popularity = {
				ideology = fascism
				popularity = 0.15
			}
			custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_corruption_dynamic_modifier_tt
			add_to_variable = {
				BEL_corruption_political_power_gain = 0.05
				tooltip = political_power_gain_tt
			} {
				BEL_corruption_stability_factor = 0.05
				tooltip = stability_factor_tt
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_research_sharing
Constructs: prerequisite, limit, completion_reward, add_to_tech_sharing_group, is_in_faction_with, is_faction_leader, random_other_country
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_research_sharing
	prerequisite = {
		focus = BUL_join_the_allies
	}
	icon = GFX_goal_generic_scientific_exchange
	relative_position_id = BUL_join_the_allies
	x = 1
	y = 1
	cost = 10
	available = {
		BUL_is_not_alone_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = BUL_technological_cooperation_program
		if = {
			limit = {
				any_other_country = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
			}
			random_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				add_to_tech_sharing_group = BUL_technological_cooperation_program
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				any_other_country = {
					is_in_faction_with = ROOT
				}
			}
			random_other_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_to_tech_sharing_group = BUL_technological_cooperation_program
			}
		}
	}
}
### Entity: Idea
Component: QAT_coi
Source: game
File: common/ideas/qatar.txt

Code:
QAT_coi = {
	picture = generic_political_advisor_arab_1
	allowed = {
		original_tag = QAT
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_status_of_lebanon
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_owned_by, cancel_if_invalid, add_claim_by, create_wargoal
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_status_of_lebanon
	icon = GFX_focus_generic_attack_lebanon
	prerequisite = {
		focus = IRQ_carve_up_syria
	}
	x = 0
	y = 1
	relative_position_id = IRQ_carve_up_syria
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = LEB
			553 = {
				is_owned_by = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		553 = {
			add_claim_by = ROOT
		}
		create_wargoal = {
			type = take_claimed_state
			target = LEB
			generator = {
				553
			}
		}
	}
}
### Entity: Country History
Country: BRM
Component: BRM_characters
Constructs: recruit_character
Source: game
File: history/countries/BRM - Burma.txt

Code:
# Leaders & Characters for BRM
recruit_character = BRM_acgs BRM_acr BRM_stc BRM_ncm BRM_democratic_guy BRM_communist_guy BRM_coi BRM_pot BRM_aa2 BRM_awt BRM_acas BRM_mt BRM_nccr BRM_ai2 BRM_ncs BRM_aco2 BRM_acd2 BRM_nt BRM_ar BRM_fascist_guy BRM_archibald_cochrane BRM_ne_win BRM_ba_maw BRM_u_nu BRM_myat_phaya_lat
### Entity: National Focus
Tree: bel_focus
Component: BEL_aerial_support
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_aerial_support
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = BEL_Renard_fighters
	}
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	relative_position_id = BEL_Renard_fighters
	x = -1
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = BEL_aerial_support
				technology = aa_cannon_2
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
		air_experience = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed, maximum_speed
Source: game
File: common/units/bus.txt

Code:
sub_units = {
	bus = {
		abbreviation = BUS
		sprite = motorized
		map_icon_category = infantry
		priority = 1000
		ai_priority = 0
		active = no
		affects_speed = no
		can_be_parachuted = yes
		type = {
			motorized
		}
		group = mobile
		categories = {
			category_bus
		}
		combat_width = 2
		maximum_speed = 6
		max_strength = 400
		max_organisation = 100
		default_morale = 0.2
		manpower = 10
		training_time = 120
		suppression = 0
		weight = 0.4 1
		supply_consumption = 0.04
		ap_attack = -1
		soft_attack = -1
		hard_attack = -1
		defense = 8
		reliability = 0.2
		breakthrough = -1
		need = {
			support_equipment = 5
			motorized_equipment = 1
			infantry_equipment = 2
		}
		forest = {
			attack = -0.1
			movement = -0.5
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.2
			movement = -0.5
		}
		marsh = {
			attack = -0.1
			movement = -0.3
		}
		urban = {
			attack = -0.1
		}
		river = {
			attack = -0.1
			movement = -0.1
		}
		amphibious = {
			attack = -0.2
		}
	}
}
### Entity: Character
Component: CHA_ncm
Source: game
File: common/characters/CHA.txt

Code:
CHA_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = CHA_ncm
		allowed = {
			original_tag = CHA
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_civil_service_heroism
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_civil_service_heroism
	icon = GFX_focus_PER_shiraz_university
	prerequisite = {
		focus = SIA_the_true_heirs_of_1932
	}
	x = 2
	y = 0
	relative_position_id = SIA_dominate_public_symbols
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_civil_service_heroism
			bonus = 0.5
			uses = 1
			category = electronics
		}
		add_ideas = idea_SIA_civil_service_heroism_1
		custom_effect_tooltip = newline_tt
	}
}
### Entity: Order of Battle
Component: Midway Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Midway Island Garrison
	location = 13052
	division_template = Army Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Unit Leader
Component: SWE_disillusioned_with_the_government
Source: game
File: common/unit_leader/SWE_traits.txt

Code:
SWE_disillusioned_with_the_government = {
	type = all
	trait_type = status_trait
	attack_skill = -3
	defense_skill = -3
	logistics_skill = -3
	planning_skill = -3
}
### Entity: Event
Component: EYE_swiss.103
Constructs: is_triggered_only
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.103
	title = EYE_swiss.103.t
	desc = EYE_swiss.103.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = EYE_swiss.103.a
	}
}
### Entity: Game Rule
Component: TUR_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
TUR_ai_behavior = {
	name = TUR_AI_BEHAVIOR
	required_dlc = Battle for the Bosporus
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_TUR_AI_DESC
		allow_achievements = yes
	} {
		name = ALTERNATE_KEMALIST
		text = RULE_OPTION_ALTERNATE_KEMALIST_AI
		desc = RULE_OPTION_ALTERNATE_KEMALIST_AI_DESC
	} {
		name = TUR_DEMOCRATIC_KEMALIST
		text = RULE_OPTION_TUR_DEMOCRATIC_KEMALIST
		desc = RULE_OPTION_TUR_DEMOCRATIC_KEMALIST_DESC
	} {
		name = TUR_DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_TUR_DEMOCRATIC_ALTERNATE
		desc = RULE_OPTION_TUR_DEMOCRATIC_ALTERNATE_DESC
	} {
		name = FASCISM_TUR_AI
		text = RULE_OPTION_FASCISM_TUR_AI
		desc = RULE_OPTION_FASCISM_TUR_AI_DESC
	} {
		name = TUR_FASCISM_ALTERNATE
		text = RULE_OPTION_TUR_FASCISM_ALTERNATE
		desc = RULE_OPTION_TUR_FASCISM_ALTERNATE_DESC
	} {
		name = COMMUNIST_TUR_AI
		text = RULE_OPTION_COMMUNIST_TUR_AI
		desc = RULE_OPTION_COMMUNIST_TUR_AI_DESC
	} {
		name = TUR_COMMUNISM_ALTERNATE
		text = RULE_OPTION_ALTERNATE_COMMUNIST_TUR_AI
		desc = RULE_OPTION_ALTERNATE_COMMUNIST_TUR_AI_DESC
	} {
		name = BALKAN_ENTENTE
		text = RULE_OPTION_BALKAN_ENTENTE
		desc = RULE_OPTION_BALKAN_ENTENTE_DESC
	} {
		name = OTTOMAN
		text = RULE_OPTION_OTTOMAN
		desc = RULE_OPTION_OTTOMAN_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Event
Component: ss_recruitment_event.13
Constructs: is_triggered_only, random_list
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.13
	title = ss_recruitment_event.13.t
	desc = ss_recruitment_event.13.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.13.a
		random_list = {
			10 = {
				kill_country_leader = yes
				subtract_from_variable = {
					var = wehrmacht_anger
					value = 10
				}
				hidden_effect = {
					news_event = {
						id = wtt_news.50
						days = 1
					}
				}
				country_event = {
					id = ss_recruitment_event.14
					days = 1
				}
			}
			90 = {
				hidden_effect = {
					news_event = {
						id = wtt_news.51
						days = 1
					}
				}
				country_event = {
					id = ss_recruitment_event.15
					days = 1
				}
			}
		}
	}
}
### Entity: Unit Template
Component: PER_MTN_01
Source: game
File: common/units/names_divisions/PER_names_divisions.txt

Code:
PER_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		PER
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Baxs Kuhnabard
	ordered = {
		1 = {
			%d. Baxs Kuhnabard
		}
		2 = {
			%d. Baxs Kuhnabard
		}
		3 = {
			%d. Baxs Kuhnabard
		}
		4 = {
			%d. Baxs Kuhnabard
		}
		5 = {
			%d. Baxs Kuhnabard
		}
		6 = {
			%d. Baxs Kuhnabard
		}
		7 = {
			%d. Baxs Kuhnabard
		}
		8 = {
			%d. Baxs Kuhnabard
		}
		9 = {
			%d. Baxs Kuhnabard
		}
		10 = {
			%d. Baxs Kuhnabard
		}
	}
}
### Entity: AI Strategy
Component: GER_raids_store_some_equipment
Constructs: save_equipment
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_raids_store_some_equipment = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1938.4.1 < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = save_equipment
		id = transport_plane_equipment
		value = 10
	} {
		type = save_equipment
		id = support_equipment
		value = 100
	}
}
### Entity: Character
Component: FRA_jean_marie_bergeret
Source: game
File: common/characters/FRA.txt

Code:
FRA_jean_marie_bergeret = {
	name = FRA_jean_marie_bergeret
	portraits = {
		army = {
			small = GFX_idea_jean_marie_bergeret
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = jean_marie_bergeret
		ledger = air
		allowed = {
			original_tag = FRA
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_find_fascist_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_subject
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_find_fascist_allies
	icon = GFX_goal_military_agreement_germany
	prerequisite = {
		focus = VNZ_economic_mobilisation
	}
	x = 0
	y = 1
	relative_position_id = VNZ_economic_mobilisation
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_capitulated = no
		is_subject = no
		is_in_faction = no
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					original_tag = GER
					has_government = fascism
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						any_other_country = {
							is_in_faction_with = PREV
							has_war_with = ROOT
						}
					}
				}
			}
			random_other_country = {
				limit = {
					original_tag = GER
					has_government = fascism
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						any_other_country = {
							is_in_faction_with = PREV
							has_war_with = ROOT
						}
					}
				}
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				any_other_country = {
					has_government = fascism
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						any_other_country = {
							is_in_faction_with = PREV
							has_war_with = ROOT
						}
					}
				}
			}
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
		else = {
			set_rule = {
				can_create_factions = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: foreign_intelligence_contacts
Source: game
File: common/country_leader/r56_traits.txt

Code:
foreign_intelligence_contacts = {
	random = no
	sprite = 15
	operative_slot = 1
	operation_infiltrate_outcome = 0.1
	improve_relations_maintain_cost_factor = 0.05
}
### Entity: Idea
Component: HOL_preparing_evacuation_of_gold_reserves
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_preparing_evacuation_of_gold_reserves = {
	picture = FRA_factory_strikes
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.1
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_baltic_cooperation
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, is_in_faction, has_dlc, set_rule, create_faction_from_template
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_baltic_cooperation
	icon = GFX_goal_baltic_cooperation
	prerequisite = {
		focus = LAT_redraft_the_constitution LAT_ulmanis_in_control_of_the_government
	}
	mutually_exclusive = {
		focus = LAT_a_western_ally
	}
	relative_position_id = LAT_redraft_the_constitution
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_BALTIC_UNION_FACTION
			add_faction_initiative = 2
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = baltic_union
		}
		LIT = {
			country_event = generic.5
		}
		EST = {
			country_event = generic.5
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_17/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_reshuffle_of_general_staff
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_reshuffle_of_general_staff
	icon = GFX_goal_generic_democratic_army
	x = 2
	y = 1
	relative_position_id = VEN_miraflores_concessions
	cost = 5
	prerequisite = {
		focus = VEN_miraflores_concessions
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		remove_ideas = VEN_military_disloyalty
	}
}
### Entity: Event
Component: mtg_britain.203
Constructs: is_triggered_only, add_political_power
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.203
	title = mtg_britain.203.t
	desc = mtg_britain.203.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.203.a
		add_political_power = 25
	}
}
### Entity: Trigger Reference
Construct: has_subdoctrine_in_track
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_subdoctrine_in_track

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks if any subdoctrine is currently assigned to (any instance of) the given track

	### Examples
	```
	TAG = {
		has_subdoctrine_in_track = infantry
	}
	```