Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_further_development
Constructs: prerequisite, completion_reward, add_timed_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_further_development
	icon = GFX_goal_generic_construct_civilian
	text = GRE_further_development
	prerequisite = {
		focus = GRE_extra_tech_slot
	}
	x = 1
	y = 6
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_timed_idea = {
			idea = GRE_engineering_push
			days = 180
		}
		add_tech_bonus = {
			name = GRE_further_development
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PRC_28_bolshevik_trait
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_28_bolshevik_trait = {
	random = no
	sprite = 13
	political_power_gain = -0.025
	opinion_gain_monthly_same_ideology_factor = 0.05
	power_balance_weekly = 0.01
}
### Entity: Order of Battle
Component: Presidency & Assam District
Constructs: division_template
Source: game
File: history/units/RAJ_1936.txt

Code:
division = {
	name = Presidency & Assam District
	location = 1497
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Order of Battle
Component: air_wing_202
Source: game
File: history/units/SOV_1939_air_legacy.txt

Code:
air_wings = {
	202 = {
		fighter_equipment_0 = {
			owner = SOV
			amount = 60
		}
		fighter_equipment_1 = {
			owner = SOV
			amount = 90
		}
		tac_bomber_equipment_1 = {
			owner = SOV
			amount = 72
		} {
			owner = SOV
			amount = 72
		}
	}
}
### Entity: Country History
Country: BYA
Component: BYA_characters
Constructs: recruit_character
Source: game
File: history/countries/BYA - Buryatia.txt

Code:
# Leaders & Characters for BYA
recruit_character = BYA_seymon_ignatyev BYA_bidia_dandaron
### Entity: Decision
Component: form_united_netherlands_category2
Source: game
File: common/decisions/categories/BEL_HOL_decision_categories.txt

Code:
form_united_netherlands_category2 = {
	icon = form_united_netherlands_category2
	picture = GFX_decision_cat_generic_united_netherlands
}
### Entity: Idea
Component: POL_four_year_plan_complete_1
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_four_year_plan_complete_1 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_mobilize_the_reserves
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, completion_reward, has_added_tension_amount, is_justifying_wargoal_against
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_mobilize_the_reserves
	icon = {
		GFX_focus_SOV_mobilization_plan = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_fascist_troops = {
			ROOT = {
				has_government = fascism
			}
		}
		GFX_focus_generic_limited_social_mobilization = yes
	}
	prerequisite = {
		focus = CZE_national_defense_act
	}
	relative_position_id = CZE_national_defense_act
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_war = yes
			threat = > 0.25
			GER = {
				has_completed_focus = GER_anschluss
			}
			any_neighbor_country = {
				OR = {
					has_added_tension_amount = > 15
					is_justifying_wargoal_against = PREV
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_conscription_factor = 0.15
			tooltip = conscription_factor_tt
		}
		add_timed_idea = {
			idea = CZE_mobilize_the_reserves_idea
			days = 180
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Character
Component: PRC_promising_future
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_promising_future = {
	random = no
	sprite = 13
	political_power_gain = 0.25
	stability_factor = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.15
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_socialist_governmental_autonomy
Constructs: limit, has_government, add_war_support, completion_reward, add_political_power, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_socialist_governmental_autonomy
	icon = GFX_focus_SOV_the_supreme_soviet
	relative_position_id = ARM_return_from_exile
	mutually_exclusive = {
		focus = ARM_return_from_exile
	}
	x = 12
	y = 0
	cost = 10
	available = {
		OR = {
			is_subject = no
			has_government = communism
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.05
			NOT = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_war_support = 0.05
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		swap_ideas = {
			remove_idea = ARM_fading_national_identity
			add_idea = ARM_fading_national_identity_communist
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 1040
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/1040 - Alxa.txt

Code:
state = {
	id = 1040
	name = STATE_1040
	provinces = {
		4783 7727 7803 8102 10770 10899
	}
	manpower = 450000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		victory_points = {
			4783 1
		}
		buildings = {
			infrastructure = 1
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				NXM = {
					transfer_state = PREV
				}
				add_core_of = NXM
				remove_core_of = XSM
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
	local_supplies = 0.0
}
### Entity: Faction
Component: faction_goal_one_germany
Constructs: limit, has_government, add_stability, complete_effect, add_faction_power_projection, add_faction_initiative, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_one_germany = {
	name = one_germany_goal_name
	description = one_germany_goal_desc
	category = short_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			original_tag = GER
		}
	}
	cancel = {
		FROM = {
			NOT = {
				has_government = fascism
			}
		}
	}
	completed = {
		any_country_with_original_tag = {
			original_tag_to_check = AUS
			exists = no
		} {
			original_tag_to_check = GER
			controls_state = 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 50
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_one_germany
				}
			}
			add_stability = 0.05
		}
	}
	ai_will_do = {
		base = 10
	}
}
### Entity: State History
Component: 1103
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1103-Dhofar.txt

Code:
state = {
	id = 1103
	name = STATE_1103
	manpower = 85000
	state_category = pastoral
	history = {
		owner = OMA
		add_core_of = OMA
		add_to_array = {
			state_victory_points = 2103
		}
		buildings = {
			infrastructure = 1
			2103 = {
				naval_base = 1
			}
		}
		victory_points = {
			2103 1
		}
	}
	provinces = {
		2059 2103
	}
	local_supplies = 0.0
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/r56_opinion_modifiers.txt

Code:
opinion_modifiers = {
	commie_opinion = {
		value = 80
	}
	strategic_opinion = {
		value = 80
	}
	demanded_falkland_islands = {
		value = -70
	}
	arg_claim = {
		value = -100
	}
	arg_coop = {
		trade = yes
		value = 50
	}
	demanded_georgia_island = {
		value = -50
	}
	arg_anti_semitic_ger = {
		value = 50
	}
	arg_anti_semitic = {
		value = -25
	}
	broken_treaty = {
		value = -30
	}
	have_a_plan = {
		value = 25
	}
	americas_talks = {
		value = 70
	}
	arg_influence = {
		value = 80
	}
	denied_malvinas = {
		value = -100
	}
	denied_south_georgia = {
		value = -100
	}
	refused_coop = {
		value = -30
	}
	arg_malbran = {
		trade = yes
		value = 30
	}
	ARM_liberators = {
		value = 50
	}
	ARM_scars_of_the_past = {
		value = -75
	}
	ARM_greek_armenian_friendship_modifier = {
		value = 75
	}
	AST_R56_reaffirmed_commonwelth_commitments = {
		value = 25
	}
	AST_R56_strengthened_british_ties = {
		value = 25
	}
	AST_R56_look_to_america_opinion = {
		value = 25
	}
	AST_R56_the_japaneese_threat = {
		value = -25
	}
	AST_R56_delegation_to_japan = {
		value = 25
	}
	AST_R56_delegation_to_japan_negative = {
		value = -25
	}
	AST_R56_enforced_japanese_exports = {
		trade = yes
		value = 30
	}
	AST_R56_communist_support = {
		value = 25
	}
	alps_defence_member = {
		value = 50
	}
	anti_moscow_comm = {
		value = -30
	}
	historical_ties = {
		value = 20
	}
	LIE_armed_neutrality_op = {
		value = -10
	}
	LIE_gold_trade = {
		value = 30
	}
	RUT_POL_diplomacy_focus = {
		value = 50
	}
	RUT_ROM_diplomacy_focus = {
		value = 50
	}
	RUT_trade_treaty_with_hungary = {
		trade = yes
		value = 50
	}
	cro_diplomacy_focus = {
		value = 40
	}
	BEL_trick_germans_good = {
		value = 30
	}
	BEL_trick_germans_bad = {
		value = -10
	}
	bel_hol_diplomacy_focus = {
		value = 50
	}
	bel_fra_diplomacy_focus = {
		value = 30
	}
	SOV_join_comintern_reject = {
		value = -30
	}
	SOV_BEL_pact_signed = {
		value = 30
	}
	GER_BEL_pact_signed = {
		value = 30
	}
	FRA_communist_alliance_reject = {
		value = -40
	}
	GER_join_axis_reject = {
		value = -30
	}
	SAF_join_african_union_reject = {
		value = -30
	}
	cog_diplomacy_focus = {
		value = 30
	}
	benelux_pact_failed = {
		value = -30
	}
	ENG_BEL_non_aggression_pact_signed = {
		value = 30
	}
	benelux_trade_deal = {
		trade = yes
		value = 50
	}
	COG_exports = {
		trade = yes
		value = 50
	}
	diplomatic_ties = {
		value = 30
	} {
		value = 30
	}
	bra_amigo_mod
# ... (truncated)
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_reveal_mineral_wealth
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_reveal_mineral_wealth
	icon = GFX_focus_generic_mineral_prospecting
	prerequisite = {
		focus = GEN_improve_civilian_industry_capacity
	}
	x = 1
	y = 1
	relative_position_id = GEN_improve_civilian_industry_capacity
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_RESOURCES
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 7
			tag = MEN
		}
	}
	available = {
		OR = {
			num_of_controlled_states = > 1
			AND = {
				has_tech = excavation3
				num_of_controlled_states = > 0
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				num_of_controlled_states = < 2
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_improve_domestic_naval_facilities
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_improve_domestic_naval_facilities
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_glory_and_wealth_on_the_sea_lanes
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -2
	y = 1
	relative_position_id = SPA_glory_and_wealth_on_the_sea_lanes
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_improve_domestic_naval_facilities_3DY
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			set_state_flag = SPA_improve_domestic_naval_facilities_3DY
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.65
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.65
	title = bftb_bulgaria_factions.65.t
	desc = bftb_bulgaria_factions.65.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.65.a
		BUL_bs_low_loyalty_decrease_effect = yes
		add_stability = -0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_infiltrate_collaborationist_organizations
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_infiltrate_collaborationist_organizations
	icon = GFX_focus_generic_infiltration
	prerequisite = {
		focus = CZE_prepare_for_exile
	}
	cost = 5
	relative_position_id = CZE_prepare_for_exile
	x = 0
	y = 1
	completion_reward = {
		custom_effect_tooltip = CZE_administrative_chaos_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = CZE_adminstrative_chaos
				days = 120
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Dano_German_Propaganda
Constructs: has_completed_focus, prerequisite, limit, add_war_support, has_country_flag, completion_reward, set_country_flag, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Dano_German_Propaganda
	icon = GFX_goal_further_military_cooperation_with_germany
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Join_the_Axis
	}
	x = -1
	y = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = DEN_Join_the_Axis
				NOT = {
					has_country_flag = den_schalburg_recruited
				}
			}
			custom_effect_tooltip = den_frederik_recruit_tt
			set_country_flag = den_schalburg_recruited
		}
		add_war_support = 0.1
		add_to_variable = {
			den_lower_loyalty = 10
			tooltip = den_lower_loyalty_tooltip
		} {
			den_middle_loyalty = 10
			tooltip = den_middle_loyalty_tooltip
		} {
			den_upper_loyalty = 10
			tooltip = den_upper_loyalty_tooltip
		}
		den_calculate_stratas = yes
	}
}
### Entity: Event
Component: austria.129
Constructs: is_triggered_only, limit, add_ideas, every_country, has_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.129
	title = austria.129.t
	desc = austria.129.d
	picture = GFX_report_event_GER_hitler_anschluss
	is_triggered_only = yes
	option = {
		name = austria.129.a
		swap_ideas = {
			remove_idea = AUS_thousand_mark_ban
			add_idea = AUS_july_agreement
		}
		if = {
			limit = {
				NOT = {
					has_global_flag = AUS_civil_war_triggered
					has_country_flag = AUS_nazis_crushed
				}
			}
			AUS_bundeslaender_nazis_up_random = yes
		}
		add_ideas = AUS_guido_schmidt
		AUS_guido_schmidt = {
			set_can_be_fired_in_advisor_role = {
				value = no
			}
		}
		every_country = {
			if = {
				limit = {
					exists = yes
					has_capitulated = no
					OR = {
						is_neighbor_of = AUS GER
						is_subject_of = AUS GER
						original_tag = ENG FRA ITA USA SOV
						capital_scope = {
							is_core_of = PREV
							is_on_continent = europe
						}
					}
				}
				news_event = {
					id = austria.132
					days = 1
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: types
Constructs: types, has_government, take_states, force_government, is_core_of
Source: vanilla_docs
File: common/peace_conference/ai_peace/_documentation.md

Doc:
## Possible peace action types
- `take_states`
- `puppet`
- `force_government`
- `liberate`

```
peace_ai_desires = {
	# All AI desires that are active for a peace action are summed. A desire that ends up at 0 or lower means the AI won't take the action.

	arbitrary_name_for_the_desire = {

		peace_action_type = force_government  # For which action types should the AI desire be active. Can take a single type or an array of types, e.g. { puppet liberate }

		enable = {  # Determines when this desire should be active for a peace action. Can contain any trigger, including the peace conference-specific ones.
			# Note that some things (e.g. diplomatic relations, state ownership, etc) are not updated during a peace conference but instead before or after. Use the peace conference-specific triggers (trigger names starting with pc_xxx, e.g. pc_is_puppeted_by) to check for things that happen during a conference.

			ROOT = { has_government = democratic }  # checks if negotiator is democratic

			ROOT.FROM = { tag = AUS }  # Checks if the taker is Austria

			ROOT.FROM.FROM.FROM = { is_core_of = AUS }  # Checks if the state targeted by the peace action is a core of Austria

		}

		ai_desire = 100  # Increase the AI desire by 100 %. 0 means no change, -50 means reduce AI desire by 50 %, and so on.

	}
}
```
### Entity: National Focus
Tree: ice_focus
Component: ICE_expand_the_harbour
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_expand_the_harbour
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = ICE_develop_icelandic_shipping ICE_heavy_industry
	}
	x = 1
	y = 1
	relative_position_id = ICE_develop_icelandic_shipping
	cost = 10
	available = {
		100 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				100 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			100 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				100 = {
					naval_base = < 10
				}
			}
			100 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 12674
				}
			}
		}
	}
}
### Entity: Idea
Component: LIE_neutrality_idea_3
Constructs: has_war, has_government, industrial_capacity_factory, is_in_faction, is_subject, removal_cost
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_neutrality_idea_3 = {
	name = YUG_neutral_foreign_policy
	picture = LIE_neutrality
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	cancel = {
		OR = {
			has_war = yes
			is_in_faction = yes
			is_subject = yes
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		industrial_capacity_factory = 0.1
		enemy_justify_war_goal_time = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		equipment_capture_factor = 0.05
	}
}
### Entity: AI Strategy
Component: PER_fascist_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/PER_R56_alternate_strategy_plan.txt

Code:
PER_fascist_plan = {
	name = PER: Iranian Fascist AI Plan
	desc = Fascist behavior for glorious neopersia with Mazhdean sarcastic characteristics.
	allowed = {
		original_tag = PER
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	enable = {
		OR = {
			has_country_flag = PER_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = PER_ai_behavior
				option = FASCISM_PER
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		PER_increase_machines_import PER_increase_textile_production PER_appoint_zahedi PER_finish_the_trans_iranian_railway PER_expand_tehran_university PER_secure_weapon_deals PER_shift_toward_heavy_industry
	}
	focus_factors = {
		PER_revive_the_jungle_movement = 0
		PER_continue_government_purges = 0
		PER_restore_constitutionalism = 0
		PER_appoint_zahedi = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_expand_the_mld
Constructs: prerequisite, completion_reward, has_full_control_of_state, is_subject_of, add_doctrine_cost_reduction, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_expand_the_mld
	available = {
		OR = {
			has_full_control_of_state = 335
			any_other_country = {
				is_subject_of = ROOT
				has_full_control_of_state = 335
			}
		}
	}
	bypass = {
		335 = {
			OWNER = {
				NOT = {
					OR = {
						TAG = ROOT
						is_subject_of = ROOT
					}
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_overturn_military_budget_cuts
	}
	icon = GFX_goal_generic_air_doctrine
	x = 4
	y = 2
	relative_position_id = HOL_overturn_military_budget_cuts
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.5
			arms_factory = > 7
		} {
			factor = 2
			arms_factory = > 14
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = HOL_expand_the_mld
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		335 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_is_opposition_state
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_opposition_state = {
	custom_trigger_tooltip = {
		tooltip = SOV_is_opposition_state_tt
		OR = {
			AND = {
				has_state_flag = SOV_left_opposition_state
				SOV = {
					SOV_is_left_opposition = yes
				}
			} {
				has_state_flag = SOV_right_opposition_state
				SOV = {
					SOV_is_right_opposition = yes
				}
			} {
				has_state_flag = SOV_exiles_state
				SOV = {
					SOV_is_exiles = yes
				}
			}
		}
	}
}