Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_orejones_battalions
Constructs: has_completed_focus, division_template, prerequisite, limit, add_ideas, completion_reward, is_subject, is_locked
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_orejones_battalions
	prerequisite = {
		focus = PRU_the_march_of_the_four_suyos
	}
	icon = GFX_focus_generic_little_entente
	relative_position_id = PRU_crown_an_inca
	x = -5
	y = 4
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		hidden_effect = {
			add_ideas = TIB_mountainous_people
		}
		division_template = {
			name = Quechua Orejon
			division_names_group = SPAN_INF_02
			override_model = CHL_infantry_alt_2_entity
			is_locked = no
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				492
			}
			create_unit = {
				division = name = "Quechua Orejon" division_template = "Quechua Orejon" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			} {
				division = name = "Quechua Orejon" division_template = "Quechua Orejon" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			}
		}
		if = {
			limit = {
				has_completed_focus = PRU_red_pachamama
			}
			swap_ideas = {
				remove_idea = PRU_inca_army_3_c
				add_idea = PRU_inca_army_4_c
			}
		} {
			limit = {
				has_completed_focus = PRU_strengthen_nationalist_rhetoric
			}
			swap_ideas = {
				remove_idea = PRU_inca_army_3_f
				add_idea = PRU_inca_army_4_f
			}
		} {
			limit = {
				has_completed_focus = PRU_crown_an_inca
			}
			swap_ideas = {
				remove_idea = PRU_inca_army_3
				add_idea = PRU_inca_army_4
			}
		}
		PRU_increase_army_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Effect Reference
Construct: add_opinion_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_opinion_modifier

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Add opinion modifier(s) to target(s)
```
### Entity: Idea
Component: FRA_egalite_liberte_solidarite
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_egalite_liberte_solidarite = {
	picture = FRA_liberte_egalite_solidarite
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.1
		industrial_capacity_factory = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Character
Component: CZE_simon_drgac
Constructs: has_dlc, has_intelligence_agency, has_idea
Source: game
File: common/characters/CZE.txt

Code:
CZE_simon_drgac = {
	name = CZE_simon_drgac
	portraits = {
		army = {
			small = GFX_portrait_CZE_simon_drgac_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_simon_drgac
		allowed = {
			has_dlc = La Resistance
			original_tag = CZE
		}
		available = {
			has_intelligence_agency = yes
			NOT = {
				has_idea = CZE_frantisek_moravec_mun
			}
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Scripted Effect
Component: EAI_construction_monthly_update
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_update.txt

Code:
EAI_construction_monthly_update = {
	if = {
		limit = {
			has_country_flag = EAI_building_logging
		}
		log = =======================================================================================   Modifiers:  
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_block_AI_construction
			}
		}
		EAI_BUILDING_FACTORY_strategy_update = yes
		EAI_BUILDING_REFINERY_strategy_update = yes
		EAI_BUILDING_SILO_strategy_update = yes
		EAI_BUILDING_FACTORY_strategy_print = yes
	}
	EAI_BUILDING_reset_flags = yes
	EAI_BUILDING_block_AI_construction = yes
	EAI_delete_excess_MIC = yes
}
### Entity: AI Strategy
Component: default_build_a_nl_facility
Constructs: has_tech, build_building
Source: game
File: common/ai_strategy/default.txt

Code:
default_build_a_nl_facility = {
	enable = {
		has_tech = atomic_research
		num_of_civilian_factories = > 25
		num_of_military_factories = > 25
		nuclear_facility = < 1
		NOT = {
			any_controlled_state = {
				nuclear_facility = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = nuclear_facility
		value = 10
	}
}
### Entity: Country History
Country: ZAN
Component: ZAN_misc
Constructs: set_convoys
Source: game
File: history/countries/ZAN - Zanzibar.txt

Code:
# Misc for ZAN
capital = 1055
set_convoys = 20
### Entity: Event
Component: bba_news.109
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.109
	title = bba_news.109.t
	desc = bba_news.109.desc
	picture = GFX_news_event_ITA_grand_council
	major = no
	is_triggered_only = yes
	trigger = {
		NOT = {
			original_tag = ITA
		}
		OR = {
			is_in_faction_with = FROM
			has_war_with = FROM
		}
	}
	option = {
		name = bba_news.109.a
		trigger = {
			is_in_faction_with = FROM
		}
	} {
		name = bba_news.109.b
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Event
Component: KMT_event.78
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, add_to_tech_sharing_group, add_to_variable, has_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.78
	title = KMT_event.78.t
	desc = KMT_event.78.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.78.a
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.20
			}
		}
		CHI = {
			add_to_tech_sharing_group = axis_research
		} {
			add_to_variable = {
				KMT_harpo_inf = 1
			}
			custom_effect_tooltip = KMT_harpo_inf1_tt
			IF = {
				limit = {
					has_idea = KMT_harpo_10
				}
				add_political_power = -25
			}
			else_if = {
				limit = {
					has_idea = KMT_harpo_9
				}
				swap_ideas = {
					remove_idea = KMT_harpo_9
					add_idea = KMT_harpo_10
				}
			} {
				limit = {
					has_idea = KMT_harpo_8
				}
				swap_ideas = {
					remove_idea = KMT_harpo_8
					add_idea = KMT_harpo_9
				}
			} {
				limit = {
					has_idea = KMT_harpo_7
				}
				swap_ideas = {
					remove_idea = KMT_harpo_7
					add_idea = KMT_harpo_8
				}
			} {
				limit = {
					has_idea = KMT_harpo_6
				}
				swap_ideas = {
					remove_idea = KMT_harpo_6
					add_idea = KMT_harpo_7
				}
			} {
				limit = {
					has_idea = KMT_harpo_5
				}
				swap_ideas = {
					remove_idea = KMT_harpo_5
					add_idea = KMT_harpo_6
				}
			} {
				limit = {
					has_idea = KMT_harpo_4
				}
				swap_ideas = {
					remove_idea = KMT_harpo_4
					add_idea = KMT_harpo_5
				}
			} {
				limit = {
					has_idea = KMT_harpo_3
				}
				swap_ideas = {
					remove_idea = KMT_harpo_3
					add_idea = KMT_harpo_4
				}
			} {
				limit = {
					has_idea = KMT_harpo_2
				}
				swap_ideas = {
					remove_idea = KMT_harpo_2
					add_idea = KMT_harpo_3
				}
			} {
				limit = {
					has_idea = KMT_harpo_1
				}
				swap_ideas = {
					remove_idea = KMT_harpo_1
					add_idea = KMT_harpo_2
				}
			}
			else = {
				add_ideas = KMT_harpo_1
			}
		}
		add_to_tech_sharing_group = axis_research
	} {
		name = KMT_event.78.b
		ai_chance = {
			base = 0
		}
		add_political_power = 10
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_char_cw_conservative
Constructs: has_completed_focus, has_government
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_char_cw_conservative = {
	has_government = democratic
	NOT = {
		has_completed_focus = NOR_continue_nygaardsvold_government
	}
}
### Entity: Unit Leader
Component: wounded
Source: game
File: common/unit_leader/00_traits.txt

Code:
wounded = {
	type = all
	trait_type = status_trait
	non_shared_modifier = {
		skill_bonus_factor = -0.5
		cannot_use_abilities = 1
	}
}
### Entity: Character
Component: PER_mir_afkhami
Source: game
File: common/characters/PER.txt

Code:
PER_mir_afkhami = {
	advisor = {
		slot = high_command
		idea_token = PER_mir_afkhami
		ledger = army
		allowed = {
			original_tag = PER
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_mir_afkhami
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Unit Template
Component: PHI_BB_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = RPS 
	fallback_name = Battleship %d
	unique = {
		Manila Luzon Pilipinas Republic General Manchatas Cabanatuan San Pablo Batangas Bacolod Cadiz San Carlos Davao
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_return_of_the_sultan
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_return_of_the_sultan
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = TUR_restore_the_divan
	} {
		focus = TUR_rebuilding_our_nation
	}
	x = 0
	y = 2
	relative_position_id = TUR_purge_the_kemalists
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		news_event = {
			id = bftb_news.205
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_uruguay_ocupation
Constructs: prerequisite, owns_state, completion_reward, is_subject, has_army_manpower, is_subject_of
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_uruguay_ocupation
	icon = GFX_goal_generic_attack_uruguay
	prerequisite = {
		focus = ARG_claim_uruguay
	}
	x = 41
	y = 6
	cost = 10
	available = {
		country_exists = URG
		is_subject = no
		has_army_manpower = {
			size = > 100000
		}
	}
	bypass = {
		OR = {
			URG = {
				is_subject_of = ARG
			}
			NOT = {
				country_exists = URG
			}
			ARG = {
				owns_state = 300
			}
		}
	}
	completion_reward = {
		URG = {
			country_event = {
				id = argentina.3
			}
		}
	}
}
### Entity: Character
Component: JAP_teijiro_toyoda
Source: game
File: common/characters/JAP.txt

Code:
JAP_teijiro_toyoda = {
	name = JAP_teijiro_toyoda
	portraits = {
		navy = {
			large = GFX_portrait_JAP_teijiro_toyoda
			small = GFX_portrait_JAP_teijiro_toyoda_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer naval_lineage
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 3
		legacy_id = -1
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_militia_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_militia_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: jap_focus
Component: JAP_societal_bushido
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_societal_bushido
	icon = GFX_focus_generic_japanese_imperial_glory
	x = 0
	y = 1
	relative_position_id = JAP_the_enemy_of_our_enemy
	prerequisite = {
		focus = JAP_the_enemy_of_our_enemy JAP_utilize_our_polish_friendship JAP_return_to_sakoku_ron
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		country_event = {
			id = SEA_japan_popup_events.9
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_way = yes
		add_to_variable = {
			JAP_the_imperial_way_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			JAP_the_imperial_way_army_core_attack_factor = 0.05
			tooltip = army_core_attack_factor_tt
		} {
			JAP_the_imperial_way_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_remove_nominal_leadership
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, has_country_leader, has_idea, add_country_leader_role
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_remove_nominal_leadership
	icon = GFX_goal_generic_armed_protest
	x = 1
	y = 1
	relative_position_id = MON_new_party_elite
	cost = 5
	prerequisite = {
		focus = MON_new_party_elite
	} {
		focus = MON_new_generation_of_intelligentsia
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		has_government = communism
	}
	bypass = {
		has_country_leader = {
			character = MON_khorloogiin_choibalsan
			ruling_only = yes
		}
	}
	completion_reward = {
		country_event = {
			id = mongol.53
			days = 2
		}
		effect_tooltip = {
			if = {
				limit = {
					has_idea = MON_consolidated_power_1
				}
				remove_ideas = MON_consolidated_power_1
			} {
				limit = {
					has_idea = MON_consolidated_power_2
				}
				remove_ideas = MON_consolidated_power_2
			} {
				limit = {
					has_idea = MON_consolidated_power_3
				}
				remove_ideas = MON_consolidated_power_3
			}
			add_country_leader_role = {
				character = MON_khorloogiin_choibalsan
				country_leader = {
					ideology = stalinism
					traits = {
						stalin_of_mongolia
					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = MON_banzarjavyn_baasanjav
		if = {
			limit = {
				has_idea = MON_banzarjavyn_baasanjav
			}
			remove_ideas = MON_banzarjavyn_baasanjav
		}
	}
}
### Entity: Scripted Effect
Component: USA_election_house
Constructs: limit, set_variable, election_factor, add_to_variable, check_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_election_house = {
	set_variable = {
		var = representatives_for_reelection
		value = representatives_total
	} {
		representatives_support = representatives_total
	} {
		ror_loc = representatives_for_reelection
	}
	multiply_variable = {
		representatives_for_reelection = 0.5
	} {
		representatives_for_reelection = election_factor
	} {
		representatives_support = 0.5
	}
	add_to_variable = {
		representatives_support = representatives_for_reelection
	}
	round_variable = representatives_support representatives_for_reelection
	if = {
		limit = {
			check_variable = {
				ror_loc = < 0
			}
		}
		multiply_variable = {
			ror_loc = -1
		}
	}
	clamp_variable = {
		var = senators_support
		max = representatives_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Scripted Effect
Component: JAP_setup_faction_wide_aoe_effects_root_this
Constructs: has_completed_focus, limit, add_ideas, has_dlc, is_in_tech_sharing_group, add_to_tech_sharing_group, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_setup_faction_wide_aoe_effects_root_this = {
	IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			ROOT = {
				has_completed_focus = JAP_the_flying_geese
				is_in_tech_sharing_group = jap_geacps_research
			}
			THIS = {
				NOT = {
					is_in_tech_sharing_group = jap_geacps_research
				}
			}
		}
		THIS = {
			add_to_tech_sharing_group = jap_geacps_research
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			ROOT = {
				OR = {
					has_completed_focus = JAP_develop_the_yen_bloc JAP_a_common_currency_for_all_of_asia
				}
			}
			THIS = {
				NOT = {
					has_idea = JAP_yen_bloc_idea
				}
			}
		}
		THIS = {
			add_ideas = JAP_yen_bloc_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			ROOT = {
				has_completed_focus = JAP_ministry_of_greater_east_asia
			}
			THIS = {
				NOT = {
					has_idea = JAP_ministry_of_greater_east_asia_idea
				}
			}
		}
		THIS = {
			add_ideas = JAP_ministry_of_greater_east_asia_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			ROOT = {
				has_completed_focus = JAP_the_minitry_of_pan_asian_development
			}
			THIS = {
				NOT = {
					has_idea = JAP_ministry_of_pan_asian_development_idea
				}
			}
		}
		THIS = {
			add_ideas = JAP_ministry_of_pan_asian_development_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Character
Component: RAJ_kodandera_subayya_thimayya
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_kodandera_subayya_thimayya = {
	name = RAJ_kodandera_subayya_thimayya
	portraits = {
		army = {
			large = GFX_portrait_RAJ_kodandera_subayya_thimayya
			small = GFX_portrait_RAJ_kodandera_subayya_thimayya_small
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_cas_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_cas_focus
	icon = GFX_goal_generic_CAS
	text = GRE_cas_focus
	prerequisite = {
		focus = GRE_aviation_effort
	}
	mutually_exclusive = {
		focus = GRE_fighter_focus
	}
	x = 13
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_cas_focus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cas_bomber
		}
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = kea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: ETH_chitet_category
Constructs: division_template, has_war, has_country_flag, fire_only_once, check_variable, is_government_in_exile, complete_effect, remove_effect
Source: game
File: common/decisions/ETH.txt

Code:
ETH_chitet_category = {
	ETH_disband_the_chitet = {
		icon = GFX_decision_ETH_chitet
		available = {
			OR = {
				has_war = no
				custom_trigger_tooltip = {
					tooltip = ETH_number_levy_units_less_than_five
					check_variable = {
						num_armies_with_type@irregular_infantry = < 5
					}
				}
			}
		}
		visible = {
			has_country_flag = ETH_chitet_raised_flag
			is_government_in_exile = no
		}
		days_remove = 7
		fire_only_once = no
		cost = 0
		complete_effect = {

		}
		remove_effect = {
			delete_units = {
				division_template = Chitet Sefari
				disband = no
			}
			clr_country_flag = ETH_chitet_raised_flag
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Character
Component: INS_simon_spoor
Constructs: has_completed_focus, limit, has_dlc, has_cosmetic_tag, is_subject_of
Source: game
File: common/characters/INS.txt

Code:
INS_simon_spoor = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = INS_simon_spoor
		portraits = {
			army = {
				small = GFX_portrait_INS_simon_spoor_small
			}
		}
		advisor = {
			slot = high_command
			cost = 50
			idea_token = INS_simon_spoor
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				INS_dutch_army_chief_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					OR = {
						is_subject_of = HOL
						has_completed_focus = INSHOL_volksraad_compromises
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			traits = {
				army_infantry_1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = INS_simon_spoor
		portraits = {
			army = {
				small = GFX_Portrait_Europe_Generic_land_4_small
			}
		}
		advisor = {
			slot = high_command
			cost = 50
			idea_token = INS_simon_spoor
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				is_subject_of = HOL
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					is_subject_of = HOL
				}
			}
			traits = {
				army_infantry_1
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_legacy_of_the_black_legion
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_legacy_of_the_black_legion
	icon = GFX_focus_HUN_legacy_of_the_black_legion
	prerequisite = {
		focus = wuw_HUN_magyar_kiralyi_csendorseg
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_magyar_kiralyi_csendorseg
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = HUN_hungarian_gendarmerie
			add_idea = HUN_hungarian_gendarmerie_hussars
		}
	}
}
### Entity: Idea
Component: GER_defense_of_the_reich_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_defense_of_the_reich_ns = {
	name = GER_defense_of_the_reich
	picture = generic_anti_air
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		air_home_defence_factor = 0.1
		production_speed_anti_air_building_factor = 0.25
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_join_the_axis
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_join_the_axis
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = EST_reach_out_to_germany
	}
	x = 0
	y = 1
	relative_position_id = EST_reach_out_to_germany
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		NOT = {
			has_war_with = GER
		} {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = ROOT
			}
		} {
			has_completed_focus = EST_anti_communist_militia
		}
		is_subject = no
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			has_government = fascism
			is_subject = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Scripted Effect
Component: CZE_increase_skoda_max_optimization_tier
Constructs: limit, is_controlled_by, has_variable, check_variable, add_to_variable, has_dynamic_modifier
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_increase_skoda_max_optimization_tier = {
	if = {
		limit = {
			any_core_state = {
				is_controlled_by = ROOT
			}
			has_variable = skoda_max_optimization_tier
			check_variable = {
				skoda_max_optimization_tier = < 7
			}
		}
		add_to_variable = {
			var = skoda_max_optimization_tier
			value = 1
			tooltip = CZE_increase_skoda_max_optimization_tier_var_tt
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = CZE_skoda_works_dynamic_modifier
			}
		}
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor = 0.01
			tooltip = production_factory_max_efficiency_factor_tt
		}
	}
	else = {

	}
}
### Entity: Idea
Component: BUL_nationalist_propaganda
Constructs: war_support_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_nationalist_propaganda = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		weekly_manpower = 500
		neutrality_drift = 0.1
	}
}