Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_east_india_railways_dlc
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, build_railway, add_building_construction, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_east_india_railways_dlc
	icon = GFX_goal_generic_construct_infrastructure
	x = 7
	y = 0
	relative_position_id = RAJ_indianize_the_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		indian_railways_increase_bonus = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				controls_province = 2086 4245
			}
			build_railway = {
				level = 1
				start_province = 2086
				target_province = 4245
			}
		} {
			limit = {
				controls_state = 431
			}
			431 = {
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 7593
				}
			}
		}
		add_to_variable = {
			RAJ_railway_focuses = 1
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_refine_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_refine_research
	icon = GFX_goal_generic_oil_refinery
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_infr_2
	}
	x = 1
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = ICE_refineries
			bonus = 3
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_strike_at_the_heart_of_bolshevism
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, has_game_rule, is_subject, is_ally_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_strike_at_the_heart_of_bolshevism
	icon = {
		GFX_focus_attack_soviet = {
			SOV = {
				has_government = communism
			}
		} yes
	}
	dynamic = yes
	prerequisite = {
		focus = CZE_guardian_of_central_europe CZE_central_european_faction
	}
	relative_position_id = CZE_guardian_of_central_europe
	x = -7
	y = 1
	offset = {
		x = -6
		trigger = {
			has_completed_focus = CZE_appeal_to_the_castle
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = 6
		trigger = {
			has_completed_focus = CZE_coalition_building
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = 1
		y = -4
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = CZE_aggressive_foreign_policy CZE_work_with_germany
			}
		}
	} {
		x = -5
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	} {
		x = 3
		y = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				any_allied_country = {
					strength_ratio = {
						tag = SOV
						ratio = > 0.7
					}
				}
			}
		}
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = SOV
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SOV
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = CZE_strike_at_the_heart_of_bolshevism_idea
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/INS_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 13403
	division_template = KNIL Field Division
	start_experience_factor = 0.25
	start_equipment_factor = 1.0
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_motorized_equipment_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_motorized_equipment_4 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_4
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	}
}
### Entity: Order of Battle
Component: 1. Tennesee Citizen Regiment
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Tennesee Citizen Regiment
	location = 10657
	division_template = Volunteer Brigade
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_tank_equipment_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_tank_equipment_3 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_tank_equipment
		value = 1
	}
}
### Entity: Wiki Documentation
Construct: Land_Units
Source: wiki
File: wiki/German_units.html

Doc:
Land Units[edit]
Motorized[edit]

Year
Name
Type

1936 |
Opel Blitz |
Motorized I
|

1941 |
Sd.Kfz. 11 |
Mechanized I
|

1943 |
Sd.Kfz. 251 |
Mechanized II
|

1945 |
Sd.Kfz. 251/20 |
Mechanized III
|

Tanks[edit]

Name
Type
Techyear
Tank Destroyer / SP-Artillery / Armored AA Variants

Leichttraktor |
Great War Tank |
1918 |
None
|

Panzer I |
Light Tank I |
1934 |

|

Panzer II |
Light Tank II |
1936 |
Marder II (TD) / Wespe(SPA) / FlakPz Luchs (AAA)
|

Leopard |
Light Tank III |
1941 |

|

Panzer III |
Medium Tank I |
1939 |
Stug III (TD) / Grille (SPA)
|

Panzer IV |
Medium Tank II |
1941 |
Hummel (AAA)
|

Panther |
Medium Tank III |
1943 |

|

Grosstraktor |
Heavy Tank I |
1934 |
Heavy AA I (AAA)
|

Tiger |
Heavy Tank II |
1941 |

|

King Tiger |
Heavy Tank III |
1943 |

|

Maus |
Superheavy Tank |
1943 |

|

E-50 |
MBT |
1945 |

|
### Entity: Military Industrial Organization
Component: DEN_orlogsvaerftet_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, naval_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_orlogsvaerftet_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_DEN_orlogsvaerftet_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_long_range_focus
		x = 1
	} {
		text = mio_header_high_speed_focus
		x = 5
	} {
		text = mio_header_production
		x = 7.5
	}
	override_trait = {
		token = generic_mio_trait_high_speed_raiding
		position = {
			x = 4
			y = 0
		}
	} {
		token = generic_mio_trait_raiding_capital_ships
		position = {
			x = 0
			y = 2
		}
	} {
		token = generic_mio_trait_raider_escort_requirements
		position = {
			x = 0
			y = 1
		}
	} {
		token = generic_mio_trait_unescorted_raider_requirements
		position = {
			x = 2
			y = 1
		}
	} {
		token = generic_mio_trait_raiding_cruisers
		position = {
			x = -2
			y = 2
		}
	}
	add_trait = {
		token = DEN_mio_trait_burmeister_wain_engines
		name = DEN_mio_trait_burmeister_wain_engines
		icon = GFX_generic_mio_trait_icon_naval_speed
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_long_range_raiding
		any_parent = {
			generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding
		}
		available = {
			owner = {
				has_completed_focus = DEN_modernize_the_navy
			}
		}
		equipment_bonus = {
			naval_range = 0.05
			naval_speed = 0.05
			fuel_consumption = -0.05
		}
	} {
		token = DEN_mio_trait_submarine_hunters
		name = generic_mio_trait_submarine_hunters
		icon = GFX_generic_mio_trait_icon_sub_attack
		special_trait_background = yes
		position = {
			x = 3
			y = 1
		}
		relative_position_id = generic_mio_trait_long_range_raiding
		any_parent = {
			generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding
		}
		equipment_bonus = {
			sub_detection = 0.05
			sub_attack = 0.05
			mines_sweeping = 0.05
		}
	} {
		token = DEN_mio_trait_ship_production
		name = generic_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_department_icon_ship_general_production
		special_trait_background = yes
		position = {
			x = 7
			y = 0
		}
		relative_position_id = generic_mio_trait_long_range_raiding
		available = {
			owner = {
				has_completed_focus = DEN_appropriate_odense_staalskibsvaerft
			}
		}
		production_bonus = {
			production_cost_factor = -0.05
			production_capacity_factor = 0.05
			production_resource_
# ... (truncated)
### Entity: Scripted Trigger
Component: SOV_is_military_offensive_main_objective
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_military_offensive_main_objective = {
	OR = {
		state = 246 218 217 220 206 763 75 88 10 812 808 43 46 44 9 2 3 64 55 58 111 141 110 37 7 16 126 113 219 195 784 48 107 47 797 49 4 41 112
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_join_industries
Constructs: prerequisite, limit, completion_reward, is_subject, is_core_of, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_join_industries
	icon = GFX_focus_SOV_merge_plants
	x = -1
	y = 1
	relative_position_id = LIE_a_new_union
	cost = 10
	prerequisite = {
		focus = LIE_a_new_union
	}
	available = {
		is_subject = no
		any_owned_state = {
			is_core_of = AUS
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		effect_tooltip = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			} {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = AUS
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = AUS
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: TUR_SS_HISTORICAL
Source: game
File: common/units/names_ships/TUR_ship_names.txt

Code:
TUR_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		TUR
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = TCG 
	fallback_name = %d. Denizalti
	unique = {
		Birinci Inönü Ikinci Inönü Dumlupinar Sakarya Gür Saldiray Batiray Atilay Yildiray Oruc Reis Murat Reis Burak Reis Uluc Ali Reis Inönü Canakkale Preveze Cerbe Turgutreis Pirireis Hizirreis Burakreis Muratreis Orucreis Ulucalireis
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.7
Constructs: is_triggered_only, ai_chance, has_war, has_government
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.7
	title = ww_BEL_event_diplomatic.7.t
	desc = ww_BEL_event_diplomatic.7.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.7.a
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				has_government = communism
			} {
				add = 3
				has_war = no
			} {
				add = 2
				has_government = fascism
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = ww_BEL_event_diplomatic.11
			}
		}
	} {
		name = ww_BEL_event_diplomatic.7.b
		ai_chance = {
			base = 10
			modifier = {
				add = 8
				has_government = neutrality
			} {
				add = 2
				has_government = democratic
			} {
				add = 4
				has_war = yes
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = ww_BEL_event_diplomatic.10
			}
		}
		COG = {
			country_event = {
				days = 1
				id = ww_BEL_event_diplomatic.9
			}
		}
		event_option_tooltip = ww_BEL_event_diplomatic.9.a
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_qargha_dam
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, is_owned_by, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_qargha_dam
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = AFG_clear_malarial_swamps
	}
	x = 0
	y = 1
	relative_position_id = AFG_clear_malarial_swamps
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 5
		267 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	bypass = {
		267 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
	}
	completion_reward = {
		267 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 10852
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
	}
}
### Entity: Modifier Reference
Construct: paratrooper_weight_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## paratrooper_weight_factor

* Number with 1 decimal places
* **Categories**: unit_leader, country
### Entity: Scripted Trigger
Component: EAI_democratic_focus
Constructs: has_government, has_country_flag
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_democratic_focus = {
	NOT = {
		EAI_major_country = yes
	}
	OR = {
		has_government = democratic
		has_country_flag = EAI_democratic_focus
	}
}
### Entity: Order of Battle
Component: Su Lian Yuan Bing
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/PRC_sov_supply.txt

Code:
division = {
	name = Su Lian Yuan Bing
	location = 12356
	division_template = Su Lian Zhi Yuan Jun
	start_experience_factor = 0.1
	start_equipment_factor = 1
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = SOV
		}
	} {
		artillery_equipment_1 = {
			owner = SOV
		}
	}
}
### Entity: Effect Reference
Construct: set_portraits
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_portraits

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
set portraits for the target character. Syntax is similar to character files.

example:
set_portraits = {
		character = my_character # optional, use if not in a character scope		army = { small ="MySmallCharacterGFX"}
		civilian = { large ="MyLargeCharacterGFX" }
}

```
### Entity: National Focus
Tree: cog_focus
Component: COG_colonial_autonomy
Constructs: limit, add_ideas, add_opinion_modifier, completion_reward, is_subject, is_ai, is_historical_focus_on, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_colonial_autonomy
	icon = GFX_goal_tfv_sever_ties_with_uk
	x = 27
	y = 0
	cost = 10
	available = {
		is_subject = yes
	}
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = COG_colonial_loyalty
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			BEL = {
				is_ai = yes
			}
			add = 8
		} {
			add = 1
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		add_ideas = COG_pleas_for_autonomy
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				add_opinion_modifier = {
					target = COG
					modifier = CAN_patriation_mod
				}
			}
			add_autonomy_ratio = {
				value = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Character
Component: heavy_tank_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_mass_1 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.1
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.1
		}
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.1
		}
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_pillars_of_islam
Constructs: prerequisite, has_government, completion_reward, unlock_decision_category_tooltip, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_pillars_of_islam
	icon = GFX_goal_AFG_pillars_of_islam
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = AFG_approach_pakistani_resistance
	} {
		focus = AFG_revive_the_basmachi_movement
	}
	relative_position_id = AFG_approach_pakistani_resistance
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = r56_afghanistan.96
			hours = 6
		}
		unlock_decision_category_tooltip = AFG_pan_islamic_unification
		custom_effect_tooltip = AFG_pillars_of_islam_tt r56_newline AFG_unlock_jizya_tt
		add_timed_idea = {
			idea = AFG_pillars_of_islam_idea
			days = 365
		}
		show_ideas_tooltip = AFG_fake_compulsory_jizya
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: RAP_valentino_riroroko_tuki
Source: game
File: common/characters/RAP.txt

Code:
RAP_valentino_riroroko_tuki = {
	name = Valentino Riroroko Tuki's Regency Council
	portraits = {
		civilian = {
			large = GFX_portrait_RAP_valentino_riroroko_tuki_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			rapa_nui_ariki
		}
		expire = 2017.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_officers_to_italy
Constructs: prerequisite, limit, has_war_with, completion_reward, random_navy_leader, has_character_flag, add_coordination, set_character_flag
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_officers_to_italy
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = PER_establish_the_navy
	}
	x = -2
	y = 1
	relative_position_id = PER_establish_the_navy
	cost = 10
	available = {
		ITA = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		ITA = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = PER_naval_academy_random_admirals_tt
		navy_experience = 20
		hidden_effect = {
			random_navy_leader = {
				limit = {
					NOT = {
						has_character_flag = PER_officers_to_italy_boost
					}
				}
				add_coordination = 1
				set_character_flag = PER_officers_to_italy_boost
			} {
				limit = {
					NOT = {
						has_character_flag = PER_officers_to_italy_boost
					}
				}
				add_coordination = 1
				set_character_flag = PER_officers_to_italy_boost
			} {
				limit = {
					NOT = {
						has_character_flag = PER_officers_to_italy_boost
					}
				}
				add_coordination = 1
				set_character_flag = PER_officers_to_italy_boost
			}
		}
	}
}
### Entity: Character
Component: SOV_sergey_rudenko
Source: game
File: common/characters/SOV.txt

Code:
SOV_sergey_rudenko = {
	name = SOV_sergey_rudenko
	portraits = {
		army = {
			small = GFX_idea_sergei_rudenko
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = sergei_rudenko
		ledger = air
		allowed = {
			original_tag = SOV
		}
		traits = {
			close_air_support_proponent
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Event
Component: rt56.rom_bulg_pressure.1
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_bulg_pressure.1
	title = rt56.rom_bulg_pressure.1.t
	desc = rt56.rom_bulg_pressure.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_bulg_pressure.1.a
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = rt56.rom_bulg_pressure.11
				hours = 6
			}
		}
		custom_effect_tooltip = ROM_bulg_pressure_1_tt
	} {
		name = rt56.rom_bulg_pressure.1.b
		ai_chance = {
			base = 2
		}
		set_country_flag = ROM_bul_killed_communist_contacts
		FROM = {
			country_event = {
				id = rt56.rom_bulg_pressure.21
				hours = 6
			}
		}
		custom_effect_tooltip = ROM_bulg_pressure_2_tt
	}
}
### Entity: Joint Focus
Component: INSHOL_development_loans_netherlands
Constructs: prerequisite, limit, joint_focus, is_subject_of, add_offsite_building, random_owned_state, remove_building, add_timed_idea
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_development_loans_netherlands
	icon = GFX_focus_RAJ_special_economic_zones
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_sideline_the_volksraad
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_sideline_the_volksraad
	cost = 10
	ai_will_do = {
		base = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_offsite_building = {
				type = industrial_complex
				level = 10
			}
			custom_effect_tooltip = INS_loans_timer
			effect_tooltip = {
				add_offsite_building = {
					type = industrial_complex
					level = -10
				}
				random_owned_state = {
					limit = {
						industrial_complex = > 0
					}
					remove_building = {
						type = industrial_complex
						level = 1
					}
				}
			}
			hidden_effect = {
				add_timed_idea = {
					idea = idea_INS_hidden_debt_timer
					days = 365
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_offsite_building = {
				type = industrial_complex
				level = 10
			}
			custom_effect_tooltip = INS_loans_timer
			effect_tooltip = {
				add_offsite_building = {
					type = industrial_complex
					level = -10
				}
				random_owned_state = {
					limit = {
						industrial_complex = > 0
					}
					remove_building = {
						type = industrial_complex
						level = 1
					}
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_new_base_strike
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_new_base_strike = {
	check_variable = {
		EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
	}
}
### Entity: Modifier Reference
Component: AFG_mild_tajik_separatism
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_mild_tajik_separatism = {
	icon = GFX_tajik_separatism
	remove_trigger = {
		NOT = {
			is_controlled_by = AFG
		}
	}
	enable = {
		FROM = {
			is_controlled_by = AFG
		}
	}
	local_manpower = -0.1
	resistance_growth = 0.05
	local_factories = -0.1
}