Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_communal_military_strategies
Constructs: prerequisite, remove_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_communal_military_strategies
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_a_new_way_of_warfare
	}
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 1
	relative_position_id = SPR_a_new_way_of_warfare
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		remove_ideas = SPR_disbanded_army_2
		add_doctrine_cost_reduction = {
			name = SPR_communal_military_strategies
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SPR_council_of_theorists
	}
}
### Entity: Event
Component: iceland_events.22
Constructs: is_triggered_only, ai_chance, add_war_support, create_wargoal, take_state_focus
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.22
	title = iceland_events.22.t
	desc = {
		text = iceland_events.22.desc
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = iceland_events.22.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				101
			}
		}
		add_war_support = 0.05
	}
}
### Entity: Event
Component: r56_afghanistan.59
Constructs: is_triggered_only, has_war_with, fire_only_once, has_country_leader, has_civil_war, has_capitulated, has_wargoal_against, is_justifying_wargoal_against
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.59
	picture = GFX_report_event_AFG_amnullah_visits_berlin
	title = r56_afghanistan.59.t
	desc = r56_afghanistan.59.d
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = AFG_amanullah_khan
			ruling_only = yes
		}
		NOT = {
			GER = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				has_wargoal_against = ROOT
				is_justifying_wargoal_against = ROOT
			}
		}
	}
	fire_only_once = yes
	option = {
		name = r56_afghanistan.59.a
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_internal_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_internal_focus
	icon = GFX_focus_generic_self_management
	cost = 10
	ai_will_do = {
		factor = 2
	}
	prerequisite = {
		focus = SWI_stay_neutral
	}
	x = 26
	y = 4
	completion_reward = {
		add_ideas = SWI_internalism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_expand_the_slipways
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_expand_the_slipways
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_invest_in_naval_infrastructure
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 0
	y = 1
	relative_position_id = SPA_invest_in_naval_infrastructure
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_expand_the_slipways_3DY
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	completion_reward = {
		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_expand_the_slipways_3DY
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_expand_the_slipways_3DY
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			set_state_flag = SPA_expand_the_slipways_3DY
		}
	}
}
### Entity: Country History
Country: VGE
Component: VGE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/VGE - Volga Germany.txt

Code:
# Politics & Parties for VGE
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 30
	neutrality = 0
}
### Entity: Scripted Effect
Component: r56_CAN_depression
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_CAN_scripted_effects.txt

Code:
r56_CAN_depression = {
	custom_effect_tooltip = r56_CAN_depression_tt
	if = {
		limit = {
			has_idea = r56_CAN_great_depression_01
		}
		swap_ideas = {
			remove_idea = r56_CAN_great_depression_01
			add_idea = r56_CAN_great_depression_02
		}
	}
	else_if = {
		limit = {
			has_idea = r56_CAN_great_depression_02
		}
		swap_ideas = {
			remove_idea = r56_CAN_great_depression_02
			add_idea = r56_CAN_great_depression_03
		}
	} {
		limit = {
			has_idea = r56_CAN_great_depression_03
		}
		swap_ideas = {
			remove_idea = r56_CAN_great_depression_03
			add_idea = r56_CAN_great_depression_04
		}
	}
	else = {
		remove_ideas = r56_CAN_great_depression_04
	}
}
### Entity: Unit Template
Component: DEN_BB_HISTORICAL
Source: game
File: common/units/names_ships/DEN_ship_names.txt

Code:
DEN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		DEN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HDMS 
	fallback_name = Slagskib %d
	unique = {
		Tordenskiold Ivar Huitfeldt Olfert Fischer Ulrik Gyldenløve Markor Rodsteen
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_trade_disturbtion_doctrine
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_trade_disturbtion_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	cost = 10
	prerequisite = {
		focus = FRI_the_french_hong_kong
	}
	x = -1
	y = 3
	relative_position_id = FRI_invite_investors_to_kouang_tcheou_wan
	completion_reward = {
		add_tech_bonus = {
			name = naval_doctrine_tech_bonus_name
			bonus = 1
			uses = 2
			category = cat_trade_interdiction
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BUL_stoyan_trendafilov
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_stoyan_trendafilov = {
	advisor = {
		slot = high_command
		idea_token = BUL_stoyan_trendafilov
		ledger = army
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_zveno_bolstered_flag
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_stoyan_trendafilov
	portraits = {
		army = {
			small = GFX_idea_bul_stoyan_trendafilov
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_a_unifying_heritage
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, add_political_power, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_unifying_heritage
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = wuw_HUN_royalist_education_initiative
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_royalist_education_initiative
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = neutrality
		has_civil_war = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		add_stability = 0.1
		add_war_support = 0.1
	}
}
### Entity: Order of Battle
Component: 100 Shih Ti-erh Lu
Constructs: division_template
Source: game
File: history/units/r56_XSM_1936.txt

Code:
division = {
	name = 100 Shih Ti-erh Lu
	location = 12846
	division_template = Tuli Ch'iping Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Modding Documentation
Construct: avg_unit_entrenchment_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### avg_unit_entrenchment_ratio
* description: average entrenchment ratio of all units
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_30
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_30 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 30
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 30
	}
}
### Entity: AI Strategy
Component: SOV_medium_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_medium_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 500
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspensio
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_defence_of_the_republic
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_idea, add_manpower
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_defence_of_the_republic
	icon = GFX_goal_AUS_austrian_military
	relative_position_id = AUS_proclaim_the_second_republic
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_proclaim_the_second_republic
	}
	cost = 8
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
				}
			}
			add_political_power = 120
		}
		else = {
			add_ideas = extensive_conscription
		}
		add_manpower = 75000
	}
}
### Entity: AI Strategy
Component: ill_show_you_mine_2
Constructs: has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
ill_show_you_mine_2 = {
	enable = {
		has_dlc = Man the Guns
		mine_threat = > 0.5
	}
	abort = {
		mine_threat = < 0.5
	}
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_light
		value = -20
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 25
	} {
		type = role_ratio
		id = naval_mine_layer
		value = -10
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_forge_portugals_own_five_year_plan
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_forge_portugals_own_five_year_plan
	prerequisite = {
		focus = POR_consolidate_the_revolution POR_pave_the_path_to_progress
	}
	icon = GFX_social_welfare
	cost = 5
	x = 3
	y = 1
	relative_position_id = POR_consolidate_the_revolution
	available = {
		has_completed_focus = POR_continue_the_public_works_r56
	}
	completion_reward = {
		add_political_power = 45
		custom_effect_tooltip = POR_forge_portugals_own_five_year_plan_tt CHL_skip_one_line_tt
		add_ideas = POR_the_question_of_nationalization_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: ENG_PAR_02
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_PAR_02 = {
	name = Parachute Regiment
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Parachute Regiment
	ordered = {
		1 = {
			%dst Parachute Regiment
		}
		2 = {
			%dnd Parachute Regiment
		}
		3 = {
			%drd Parachute Regiment
		}
		4 = {
			%dth Parachute Regiment
		}
		5 = {
			%dth Parachute Regiment
		}
		6 = {
			%dth Parachute Regiment
		}
		7 = {
			%dth Parachute Regiment
		}
		8 = {
			%dth Parachute Regiment
		}
		9 = {
			%dth Parachute Regiment
		}
		10 = {
			%dth Parachute Regiment
		}
		11 = {
			%dth Parachute Regiment
		}
		12 = {
			%dth Parachute Regiment
		}
		13 = {
			%dth Parachute Regiment
		}
		14 = {
			%dth Parachute Regiment
		}
		15 = {
			%dth Parachute Regiment
		}
		16 = {
			%dth Parachute Regiment
		}
		17 = {
			%dth Parachute Regiment
		}
		18 = {
			%dth Parachute Regiment
		}
		19 = {
			%dth Parachute Regiment
		}
		20 = {
			%dth Parachute Regiment
		}
		21 = {
			%dst Parachute Regiment
		}
		22 = {
			%dnd Parachute Regiment
		}
		23 = {
			%drd Parachute Regiment
		}
		24 = {
			%dth Parachute Regiment
		}
		25 = {
			%dth Parachute Regiment
		}
		26 = {
			%dth Parachute Regiment
		}
		27 = {
			%dth Parachute Regiment
		}
		28 = {
			%dth Parachute Regiment
		}
		29 = {
			%dth Parachute Regiment
		}
		30 = {
			%dth Parachute Regiment
		}
	}
}
### Entity: Character
Component: NIR_mt
Source: game
File: common/characters/NIR.txt

Code:
NIR_mt = {
	advisor = {
		slot = theorist
		idea_token = NIR_mt
		ledger = army
		allowed = {
			original_tag = NIR
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reigniting_the_revolutionary_spirit
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reigniting_the_revolutionary_spirit
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = SOV_long_live_the_workers_government
	}
	x = 1
	y = 1
	relative_position_id = SOV_long_live_the_workers_government
	mutually_exclusive = {
		focus = SOV_the_builder_of_the_red_army
	}
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_revolutionary_spirit_idea
			days = 365
		}
	}
}
### Entity: Idea
Component: MEN_pailingmiao_council_idea
Constructs: has_government, owns_state, removal_cost
Source: game
File: common/ideas/mengkukuo.txt

Code:
MEN_pailingmiao_council_idea = {
	picture = MEN_pailingmiao_council
	removal_cost = -1
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	cancel = {
		OR = {
			NOT = {
				owns_state = 1043
			}
			capital_scope = {
				NOT = {
					state = 1043
				}
			}
		}
	}
	modifier = {
		political_power_factor = 0.1
		drift_defence_factor = 0.15
	}
}
### Entity: Idea
Component: GRE_state_of_the_nation_republican
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_state_of_the_nation_republican = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability_republican
	removal_cost = -1
}
### Entity: Idea
Component: FRA_FREE_georges_catroux
Constructs: has_country_flag
Source: game
File: common/ideas/free_france.txt

Code:
FRA_FREE_georges_catroux = {
	allowed = {
		original_tag = FRA
	}
	available = {
		has_country_flag = free_france
	}
	traits = {
		army_chief_morale_3
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Achievement
Component: swiss_cheese
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
swiss_cheese = {
	id = 156
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SWI
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = swiss_cheese_tt
			check_variable = {
				SWI.cheese_states = > 4
			}
		}
	}
}
### Entity: Character
Component: heavy_tank_producer_defense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_defense_1 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			hard_attack = 0.1
			ap_attack = 0.1
		}
		heavy_tank_artillery_chassis = {
			hard_attack = 0.1
			ap_attack = 0.1
		}
		heavy_tank_destroyer_chassis = {
			hard_attack = 0.1
			ap_attack = 0.1
		}
		heavy_tank_aa_chassis = {
			hard_attack = 0.1
			ap_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: trusty_no_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
trusty_no_lar = {
	trade_opinion_factor = 0.2
	opinion_gain_monthly = 0.25
	foreign_subversive_activites = 0.3
}
### Entity: National Focus
Component: wuw_HUN_abide_by_the_little_ententes_stipulations
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_abide_by_the_little_ententes_stipulations
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = wuw_HUN_reach_out_to_candidates
	}
	mutually_exclusive = {
		focus = wuw_HUN_reinstate_the_pragmatic_sanction
	}
	x = 6
	y = 1
	relative_position_id = wuw_HUN_reach_out_to_candidates
	cost = 10
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
			} {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			}
		}
	}
	offset = {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	}
	available = {
		OR = {
			has_government = neutrality democratic fascism
		} {
			AND = {
				CZE = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
					is_subject = no
				}
			} {
				ROM = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
					is_subject = no
				}
			} {
				YUG = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
					is_subject = no
				}
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = ROM CZE YUG SLO
				}
				NOT = {
					OR = {
						has_war_with = ROOT
						is_subject_of = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = HUN_following_entente_stipulations
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = HUN_following_entente_stipulations
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = HUN_hungarian_monarchy_2
			add_idea = HUN_hungarian_monarchy_nice
		}
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_air_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_air_doctrine
	icon = GFX_focus_generic_air_defense
	cost = 10
	prerequisite = {
		focus = ICE_land_and_sea
	}
	x = 40
	y = 3
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ICE_air_doctrine_tech
			cost_reduction = 0.5
			uses = 3
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: test.4
Constructs: is_triggered_only, division_template, limit, random_country_division, save_global_event_target_as, change_division_template
Source: game
File: events/TestEvents.txt

Code:
country_event = {
	id = test.4
	title = test.4.t
	desc = test.4.d
	immediate = {

	}
	trigger = {
		any_country_division = {
			unit_organization = > 80
		}
	}
	is_triggered_only = yes
	option = {
		name = test.1.a
		random_country_division = {
			limit = {
				unit_organization = > 1
			}
			save_global_event_target_as = a_dude
		}
	} {
		name = test.1.b
		event_target:a_dude = {
			change_division_template = {
				division_template = Panzer-Division
			}
		}
	}
}
### Entity: Order of Battle
Component: Newfoundland Militia
Constructs: division_template
Source: game
File: history/units/NFL_1936.txt

Code:
division_template = {
	name = Newfoundland Militia
	division_names_group = NFL_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		}
	}
}
### Entity: Modifier Reference
Construct: compliance_growth
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## compliance_growth

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Order of Battle
Component: 5. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 5. Kuva-yi Milliye Tugayi
	location = 1005
	division_template = Kuva-yi Milliye Tugayi
}