Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hoa_focus
Component: HOA_every_man_a_warrior
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_every_man_a_warrior
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = HOA_warrior_tradition
	}
	mutually_exclusive = {
		focus = HOA_strengthen_the_irregulars
	}
	x = 1
	y = 1
	relative_position_id = HOA_warrior_tradition
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = HOA_every_man_a_warrior_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		set_technology = {
			militia_tech = 1
			popup = no
		}
	}
}
### Entity: Idea
Component: CAN_swastika_clubs
Constructs: has_government, removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/canada.txt

Code:
CAN_swastika_clubs = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		democratic_drift = -0.1
		fascism_drift = 0.2
	}
}
### Entity: Event
Component: news.127
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.127
	title = news.127.t
	desc = news.127.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		685 = {
			is_controlled_by = JAP
		} {
			is_owned_by = USA
		}
		JAP = {
			has_war_with = USA
		}
		NOT = {
			has_global_flag = fall_of_panama
		}
	}
	immediate = {
		set_global_flag = fall_of_panama
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP USA
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: SLV_karl_novak
Constructs: has_government
Source: game
File: common/characters/SLV.txt

Code:
SLV_karl_novak = {
	advisor = {
		slot = army_chief
		idea_token = SLV_karl_novak
		allowed = {
			original_tag = SLV
		}
		available = {
			OR = {
				has_government = neutrality democratic
			}
		}
		traits = {
			army_chief_morale_3
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SLV_fran_kulovec
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_mechanized_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_mechanized_experiments
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = ARG_motorized_army
	}
	x = 3
	y = 3
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_mechanized_experiments
			ahead_reduction = 0.5
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_bureau_of_investigation_and_statistics
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, has_character, set_nationality
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_bureau_of_investigation_and_statistics
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CHI_military_affairs_commission
	}
	x = 2
	y = 1
	relative_position_id = CHI_military_affairs_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		IF = {
			limit = {
				NOT = {
					has_character = CHI_dai_li
				}
			}
			CHI = {
				CHI_dai_li = {
					set_nationality = ROOT
				}
			}
		}
		custom_effect_tooltip = available_political_advisor
		CHI = {
			show_ideas_tooltip = CHI_dai_li
		}
	}
}
### Entity: Character
Component: SIA_tiang_sirikhan
Constructs: has_completed_focus
Source: game
File: common/characters/SIA.txt

Code:
SIA_tiang_sirikhan = {
	name = SIA_tiang_sirikhan
	portraits = {
		army = {
			small = GFX_portrait_SIA_tiang_sirikhan_small
			large = GFX_portrait_SIA_tiang_sirikhan
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIA_tiang_sirikhan
		ledger = army
		allowed = {
			original_tag = SIA
		}
		available = {
			has_completed_focus = SIA_seri_thai
		}
		traits = {
			army_commando_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			trickster commando
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = SIA_seri_thai
		}
	}
}
### Entity: Event
Component: tfv_canada.11
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.11
	title = tfv_canada.11.t
	desc = tfv_canada.11.d
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_canada.11.a
		SOV = {
			add_to_faction = CAN
		}
	}
}
### Entity: Idea
Component: idea_RAJ_secular_rule
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_secular_rule = {
	name = idea_RAJ_secular_rule
	allowed = {
		always = yes
	}
	picture = raj_marginalized_muslim_community
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.12
		production_factory_efficiency_gain_factor = 0.1
		stability_factor = -0.06
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/KHI_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 10485
	division_template = Turan Taburu
	start_experience_factor = 0.5
	start_equipment_factor = 0.87
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks
Constructs: limit, check_variable
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = {
	if = {
		limit = {
			EAI_MODE_challenging = yes
			EAI_STRATEGY_mass_infantry = yes
			check_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
			}
		}
		date = > 1942.1.1
	}
}
### Entity: Event
Component: tuva.5
Constructs: is_triggered_only, create_wargoal, take_state_focus, set_country_flag
Source: game
File: events/Tuva.txt

Code:
country_event = {
	id = tuva.5
	title = tuva.5.t
	desc = tuva.5.d
	picture = GFX_report_event_generic_china
	is_triggered_only = yes
	option = {
		name = tuva.5.a
	} {
		name = tuva.5.b
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				654
			}
		}
		custom_effect_tooltip = TAN_altai_war_tt
		set_country_flag = TAN_altai_war_mechanic
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_transformation_of_nature
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_transformation_of_nature
	icon = GFX_focus_CHI_students_to_the_countryside
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = SIK_soviet_intervention SIK_pursue_further_soviet_integration
	} {
		focus = SIK_a_new_xinjiang
	}
	relative_position_id = SIK_soviet_intervention
	ai_will_do = {
		base = 15
	}
	available = {
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = SIK_transformation_of_nature_idea
	}
}
### Entity: Name List
Component: VGE
Source: game
File: common/names/00_names.txt

Code:
VGE = {
	male = {
		names = {
			Karl Willhelm Heinrich Hans Otto Hermann Paul Walther Friedrich Ernst Willi Fritz Max Franz Gustav August Johannes Johann Rudolph Emil Alfred Georg Albert Adolf Richard Erich Arthur Kurt Robert Josef Hugo Ludwig Bruno Bernhard Oskar Herbert Theodor Martin Peter Eduard Henri Werner Toni John Julius Christian Helmut Reinhold Erwin Ferdinand Gottlieb Siegfried
		}
	}
	female = {
		names = {
			Anna Frida Marta Erna Emma Marie Gertrud Margarethe Maria Elisabeth Berta Elsa Helene Louise Johanna Hedwig Klara Minna Else Paula Ella Ida Wilhelmine Mathilde
		}
	}
	surnames = {
		Abig Adam Adler Adolph Albach Albert Alles Alt Altergott Amen Appelhans Aqua Arndt Arnhold Arni Arnold Artzer Aschenbrenner Asselborn Auer Axthelm Bäcker Bähr Bamberger Bartholomai Barthuly Bastron Batt Batthauser Bauer Baumann Baumgärtner Bechthold Bechtold Beck Beckel Becker Befus Behringer Beideck Beilman Beisel Beitz Bender Berg Berger Bernhardt Bessinger Betz Biehn Bischoff Bitter Blumenschein Bock Bohl Bonacker Borgdorf Bossert Bossler Bott Braun Brenning Bretter Bretthauer Brettman Bretzer Brickman Brill Brücher Brückman Büchner Burbach Burkhardt Busch Buseck Buss Buxbaum Buxmann Claus Dahlinger Damm Daniel Daubert Debus Deines Deisel Dellos Derr Detterer Diehl Dierlam Dieser Dietz Ditmar Döll Dorn Dörr Dorsch Dortman Driess Dumler Eberhard Eberhardt Eberling Ebert Eckert Eckhardt Eckler Edel Eich Eichhorn Eichmann Eisele Eisenach Eisenhuth Eitenmüller Elsässer Engel Engelhardt Erck Erder Eüler Euler Eurich Ewig Faber Falkenstein Faust Fech Fein Fendel Feuerstein Fischer Flath Folgart Foos Forschauer Frank Frantz Frick Frick Friedrich Fries Fritz Fritzler Fröhlich Froscheiser Früauf Fuchs Gallowa Gammerstrath Gantz Gerber Gerlach Gies Gieswein Glaser Glock Glockenhammer Glöckner Göbel Goette Gomer Gorr Gossmann Göttmann Götz Graf Gramlich Grasmück Grosch Gross Grún Grünemeier Grünwald Gutherich Gutmann Gutscher Guttmann Haas Habermann Haffner Hagelganz Hahn Hall Hamburg Harres Hartmann Hartung Hassenpflug Hecht Hederich Heffele Hegele Hegwald Heidenreich Heimbüchner Hein Heinrich Heitzenreder Helbrecht Heldt Helfenbein Heller Helmuth Helwig Hempel Henkel Henn Herber Herdt Hergenheim Hergert Hessler Hettinger Hetzel Heusel Hieronymus Hildt Hill Hilt Hix Hoch Hofferber Hoffman Hofmann Hohnstein Hohweiler Holstein Hölz Holzwart Höppner Horn Hornus Horst Hu
# ... (truncated)
### Entity: Event
Component: new_ger.63
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power, clr_country_flag, is_core_of, remove_core_of
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.63
	title = new_ger.63.t
	desc = new_ger.63.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = new_ger.63.a
		IF = {
			limit = {
				has_country_flag = GER_eupen_plebiscite_done
			}
			965 = {
				transfer_state_to = ROOT
			}
			clr_country_flag = GER_eupen_active
		}
		else = {
			965 = {
				transfer_state_to = FROM
			}
			IF = {
				limit = {
					965 = {
						is_core_of = ROOT
					}
				}
				965 = {
					remove_core_of = ROOT
				}
			}
			add_political_power = -25
			add_popularity = {
				ideology = FROM
				popularity = -0.05
			}
			add_stability = 0.05
		}
	}
}
### Entity: Event
Component: samoa.4
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, fire_only_once, random_hours, random_days, has_opinion
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa.4
	title = samoa.4.t
	desc = samoa.4.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = samoa.4.a
		734 = {
			transfer_state_to = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.1
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 50
				has_opinion = {
					target = ROOT
					value = > 45
				}
			}
		}
	} {
		name = samoa.4.b
		734 = {
			add_claim_by = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.2
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = rejected_demands
			}
		}
		ai_chance = {
			base = 45
			modifier = {
				add = -45
				OR = {
					has_opinion = {
						target = ROOT
						value = < 10
					}
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: japan_wtt_focus
Component: japan_wtt_focus_2
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
					JAP_approach_mitsui JAP_approach_mitsubishi JAP_approach_sumitomo JAP_approach_yasuda
				}
### Entity: Event
Component: war_justification.15
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.15
	title = war_justification.15.t
	desc = war_justification.15.d
	picture = GFX_report_event_tanks_mexico_city
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		FROM = {
			has_government = communism
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.15.a
		FROM = {
			country_event = {
				id = war_justification.215
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Idea
Component: anti_USA_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
anti_USA_advisor = {
	available = {
		NOT = {
			original_tag = USA
		}
	}
	cost = 50
	removal_cost = -1
	traits = {

	}
	picture = generic_air_south_america_3
	research_bonus = {

	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.2
		defense_bonus_against = 0.2
	}
	modifier = {
		experience_gain_army = 0.15
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_challenge_the_royal_navy
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, add_doctrine_cost_reduction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_challenge_the_royal_navy
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = PER_communist_basic_plane_design PER_communist_naval_designs
	}
	x = 1
	y = 1
	relative_position_id = PER_communist_basic_plane_design
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = PER_communist_naval_bomber_design
			}
			air_experience = 50
			add_doctrine_cost_reduction = {
				name = PER_challenge_the_royal_navy
				cost_reduction = 0.75
				uses = 1
				category = air_doctrine
			}
		}
		ELSE = {
			navy_experience = 50
			add_doctrine_cost_reduction = {
				name = PER_challenge_the_royal_navy
				cost_reduction = 0.75
				uses = 1
				category = naval_doctrine
			}
		}
	}
}
### Entity: Modifier Reference
Component: SOV_the_politburo_good_dynamic_modifier
Constructs: production_speed_buildings_factor, communism_drift, mobilization_speed
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_politburo_good_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_the_politburo_ccp_2d_sov_compatibility
	drift_defence_factor = SOV_the_politburo_drift_defence_factor
	defensive_war_stability_factor = SOV_the_politburo_defensive_war_stability_factor
	communism_drift = SOV_the_politburo_communism_drift
	political_power_factor = SOV_the_politburo_political_power_factor
	economy_cost_factor = SOV_the_politburo_economy_cost_factor
	trade_laws_cost_factor = SOV_the_politburo_trade_laws_cost_factor
	mobilization_laws_cost_factor = SOV_the_politburo_mobilization_laws_cost_factor
	consumer_goods_factor = SOV_the_politburo_good_consumer_goods_factor
	production_speed_buildings_factor = SOV_the_politburo_production_speed_buildings_factor
	global_building_slots_factor = SOV_the_politburo_global_building_slots_factor
	max_surrender_limit_offset = SOV_the_politburo_max_surrender_limit_offset
	max_command_power = SOV_the_politburo_max_command_power
	mobilization_speed = SOV_the_politburo_mobilization_speed
	operative_slot = SOV_the_politburo_operative_slot
	political_advisor_cost_factor = SOV_the_politburo_political_advisor_cost_factor
	opinion_gain_monthly_same_ideology_factor = SOV_the_politburo_opinion_gain_monthly_same_ideology_factor
}
### Entity: Event
Component: wuw_GER_realpolitik.14
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.14
	title = wuw_GER_realpolitik.14.t
	desc = wuw_GER_realpolitik.14.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.14.a
		ai_chance = {
			base = 100
		}
		add_political_power = 75
		puppet = FROM
		GER_lower_CGFF_small = yes
	}
}
### Entity: Event
Component: finland.7
Constructs: ai_chance, limit, owns_state, has_war_with, has_country_flag, fire_only_once, has_civil_war, is_in_faction
Source: game
File: events/Finland.txt

Code:
country_event = {
	id = finland.7
	title = finland.7.t
	desc = finland.7.d
	picture = GFX_report_event_soviet_tanks_snow
	trigger = {
		tag = FIN
		has_war_with = SOV
		surrender_progress = > 0.25
		has_civil_war = no
		is_in_faction = no
		NOT = {
			has_country_flag = FIN_reached_out_to_soviets_to_surrender_flag
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	option = {
		name = finland.7.a
		ai_chance = {
			base = 8
		}
		SOV = {
			country_event = {
				id = finland.8
				hours = 1
			}
		}
		custom_effect_tooltip = finland.7.a_tt
		effect_tooltip = {
			SOV = {
				white_peace = FIN
				transfer_state = 146
			}
			if = {
				limit = {
					owns_state = 147
				}
				SOV = {
					transfer_state = 147
				}
			}
		}
		set_country_flag = FIN_reached_out_to_soviets_to_surrender_flag
	} {
		name = finland.7.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		set_country_flag = FIN_available_decision_to_surrender_to_soviets_flag
		unlock_decision_tooltip = FIN_surrender_to_the_soviet_union
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_aces_in_exile
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_war_with, completion_reward, has_capitulated, is_in_faction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_aces_in_exile
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = POL_foreign_air_support
	}
	available = {
		OR = {
			has_capitulated = yes
			AND = {
				OR = {
					has_war_with = GER SOV
				}
				is_in_faction = yes
				surrender_progress = > 0.8
			}
		}
	}
	x = 2
	y = 1
	relative_position_id = POL_foreign_air_support
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = POL_aces_in_exile
		air_experience = 75
		add_manpower = 9700
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = CAS_equipment_1
				amount = 50
				producer = POL
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_1
				amount = 50
				producer = POL
				variant_name = PZL P.23
			}
		}
	}
}
### Entity: Idea
Component: KMT_dues_to_our_overlord
Constructs: has_war_with, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dues_to_our_overlord = {
	removal_cost = -1
	picture = ARG_anti_soviet
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		COV = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
				original_tag = ROOT
			}
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.05
	}
	targeted_modifier = {
		tag = COV
		cic_to_target_factor = 0.15
		mic_to_target_factor = 0.15
	}
}
### Entity: Idea
Component: FIN_hidden_dd_and_coastal_defense_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_dd_and_coastal_defense_production_ns = {
	name = FIN_finnish_navy
	removal_cost = -1
	picture = FIN_finnish_navy
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		screen_ship = {
			instant = yes
			build_cost_ic = -0.1
		}
		ship_hull_cruiser_coastal_defense_ship = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_strengthen_the_unions
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_strengthen_the_unions
	icon = GFX_goal_generic_demand_territory
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_invite_communist_ministers
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invite_communist_ministers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		has_government = communism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		FRA_right_wing_riot_effect = yes
	}
}
### Entity: AI Strategy
Component: ITA_greece_war_goal
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_greece_war_goal = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_war_with_greece
		country_exists = GRE
	}
	abort = {
		NOT = {
			country_exists = GRE
		}
	}
	ai_strategy = {
		type = antagonize
		id = GRE
		value = 200
	}
}