Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_finland_misc_events.02
Constructs: ai_chance, add_war_support, is_major, add_stability, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.02
	title = AAT_finland_misc_events.02.t
	desc = AAT_finland_misc_events.02.desc
	picture = GFX_report_event_generic_dancing
	trigger = {
		original_tag = FIN
		any_enemy_country = {
			is_major = yes
		}
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.02.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.02
		add_war_support = 0.02
	} {
		name = AAT_finland_misc_events.02.b
		ai_chance = {
			base = 0
		}
		add_stability = 0.01
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_rigid_training
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, is_subject, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_rigid_training
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = DEN_create_danforce
	}
	relative_position_id = DEN_create_danforce
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		is_subject = yes
		has_country_flag = DEN_create_danish_brigades_flag
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_war_support = 0.05
		air_experience = 25
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier_improved
				}
			}
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		else_if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_resistance_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		add_to_variable = {
			DEN_resistance_air_home_defence = 0.1
			tooltip = air_home_defence_factor_tt
		} {
			DEN_resistance_air_mission_efficiency = 0.1
			tooltip = air_mission_efficiency_tt
		} {
			DEN_resistance_air_agility_factor = 0.1
			tooltip = air_agility_factor_tt
		} {
			DEN_resistance_air_attack_factor = 0.1
			tooltip = air_attack_factor_tt
		}
	}
}
### Entity: Country History
Country: DAG
Component: DAG_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/DAG - Dagestan.txt

Code:
# Misc for DAG
capital = 232
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Scripted Trigger
Component: SOV_is_industrial_relocation_destiny_state
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_industrial_relocation_destiny_state = {
	OR = {
		state = 573 653 651 572 582 398 652
	}
}
### Entity: Event
Component: belgium.15
Constructs: add_ideas, remove_ideas, has_country_flag, fire_only_once
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.15
	title = belgium.15.t
	desc = belgium.15.d
	picture = GFX_report_event_benelux
	fire_only_once = yes
	trigger = {
		has_country_flag = BEL_economic_iniative_yes_hol BEL_economic_iniative_yes_bel BEL_economic_iniative_yes_lux
		tag = HOL
	}
	mean_time_to_happen = {
		days = 0
	}
	option = {
		name = belgium.15.a
		hidden_effect = {
			HOL = {
				add_ideas = BEL_economic_cooperation_within_benelux4
				remove_ideas = BEL_economic_cooperation_within_benelux BEL_economic_cooperation_within_benelux2 BEL_economic_cooperation_within_benelux3
			}
			BEL = {
				add_ideas = BEL_economic_cooperation_within_benelux4
				remove_ideas = BEL_economic_cooperation_within_benelux BEL_economic_cooperation_within_benelux2 BEL_economic_cooperation_within_benelux3
			}
			LUX = {
				add_ideas = BEL_economic_cooperation_within_benelux4
				remove_ideas = BEL_economic_cooperation_within_benelux BEL_economic_cooperation_within_benelux2 BEL_economic_cooperation_within_benelux3
			}
		}
	}
}
### Entity: Unit Template
Component: CSA_PAR_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_PAR_01 = {
	name = Airborne Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Airborne Division
	ordered = {
		1 = {
			%dst Airborne 'Screaming Eagles' Division
		}
		2 = {
			%dnd Airborne 'The Angels' Division
		}
		3 = {
			%drd Airborne 'Golden Talons' Division
		}
		4 = {
			%dth Airborne 'Blue Ridge' Division
		}
		5 = {
			%dth Airborne 'Century' Division
		}
		6 = {
			%dth Airborne Division
		}
		7 = {
			%dth Airborne Division
		}
		8 = {
			%dth Airborne Division
		}
		9 = {
			%dth Airborne Division
		}
		10 = {
			%dth Airborne Division
		}
	}
}
### Entity: Idea
Component: QUE_liquid_carbonic_canadian_corporation
Constructs: has_idea, research_bonus
Source: game
File: common/ideas/quebec.txt

Code:
QUE_liquid_carbonic_canadian_corporation = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = QUE
	}
	available = {
		OR = {
			has_idea = partial_economic_mobilisation war_economy tot_economic_mobilisation
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		spare_parts_tank_manufacturer
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.36
Constructs: is_triggered_only, ai_chance, add_ideas, has_government, add_opinion_modifier, fire_only_once, is_subject, is_subject_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.36
	title = SEA_japan_foreign_policy.36.t
	desc = SEA_japan_foreign_policy.36.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.36.a
		ai_chance = {
			base = 100
			modifier = {
				has_government = communism
				add = -75
			} {
				is_subject = yes
				NOT = {
					is_subject_of = JAP
				}
				add = -50
			} {
				is_ally_with = JAP
				add = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_ideas = JAP_supported_pro_japanese_sentiments_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_growing_pro_japanese_sentiment_opm
			}
		} {
			country_event = {
				id = SEA_japan_foreign_policy.37
				hours = 6
				random_hours = 12
			}
		}
		hidden_effect = {
			set_country_flag = JAP_country_that_accepted_japanese_influence_flag
		}
	} {
		name = SEA_japan_foreign_policy.36.b
		ai_chance = {
			base = 0
			modifier = {
				has_government = communism
				add = 100
			} {
				is_subject = yes
				NOT = {
					is_subject_of = JAP
				}
				add = 50
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_cracked_down_on_growing_pro_japanese_sentiment_opm
			}
		} {
			country_event = {
				id = SEA_japan_foreign_policy.38
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			set_country_flag = JAP_country_that_rejected_japanese_influence_flag
		}
	}
}
### Entity: Character
Component: UAE_acgs
Source: game
File: common/characters/UAE.txt

Code:
UAE_acgs = {
	advisor = {
		slot = air_chief
		idea_token = UAE_acgs
		allowed = {
			original_tag = UAE
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MS_DD_navy_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_MS_DD_navy_production = {
	EAI_MS_DD_tech_focus = yes
	OR = {
		has_tech = early_ship_hull_light early_destroyer
	}
}
### Entity: Technology
Component: tech_mountaineers
Constructs: enable_subunits, has_template_containing_unit, load_oob, unlock_mountineers, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		mountaineers
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = mountaineers
		}
	}
	on_research_complete = {
		hidden_effect = {
			load_oob = unlock_mountineers
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = tech_mountaineers2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1936
		}
	}
	categories = {
		infantry_tech mountaineers_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_carry_the_altai_torch
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_carry_the_altai_torch
	icon = GFX_goal_generic_befriend_altai
	prerequisite = {
		focus = TAN_Strenghten_Democracy
	} {
		focus = TAN_interventionism_focus
	}
	x = 2
	y = 1
	relative_position_id = TAN_interventionism_focus
	available = {
		has_government = democratic
		654 = {
			owner = {
				is_subject = no
				controls_STATE = 654
			}
		}
	}
	bypass = {
		owns_state = 654
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				country_exists = ALT
				ALT = {
					owns_state = 654
					controls_state = 654
				}
			}
			ALT = {
				country_event = {
					id = tuva.6
					days = 1
				}
			}
		} {
			limit = {
				NOT = {
					ALT = {
						owns_state = 654
					}
				}
				654 = {
					owner = {
						controls_state = 654
					}
				}
			}
			654 = {
				owner = {
					country_event = {
						id = tuva.3
						days = 1
					}
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_more_likely_to_accept_tt more_likely_to_accept_federalization_tt
		effect_tooltip = {
			654 = {
				transfer_state_to = TAN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_our_people_in_the_legislative
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_our_people_in_the_legislative
	icon = GFX_focus_chi_legislative_yuan
	prerequisite = {
		focus = CHI_look_for_allies
	}
	x = 4
	y = 1
	relative_position_id = CHI_look_for_allies
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_CHI_rooting_out_hardliners
			days = 270
		}
		custom_effect_tooltip = generic_skip_one_line_tt will_turn_to when_expired
		show_ideas_tooltip = idea_CHI_stabilized_government
	}
}
### Entity: Modding Documentation
Construct: operation_start
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## operation_start
* Arguments: Operation ID, Target Tag

Allows to execute all operations.
### Entity: Idea
Component: CAY_ncs
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = CAY
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: ss_recruitment_event.3
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.3
	title = ss_recruitment_event.3.t
	desc = ss_recruitment_event.3.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_mechanised_division_late
			}
			custom_effect_tooltip = GER_division_nederland_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "23. SS-Division Nederland" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_flag = SS_mechanised_division_early
			}
			custom_effect_tooltip = GER_division_nederland_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "23. SS-Division Nederland" division_template = "SS Panzergrenadier Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GER_division_nederland_mot_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "23. SS-Division Nederland" division_template = "SS Motorisierte Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_command_power = -20
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_armored_division_late
			}
			custom_effect_tooltip = GER_division_nederland_armored_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_uni
# ... (truncated)
### Entity: Event
Component: bra.16
Constructs: is_triggered_only, fire_only_once, add_political_power, set_politics, add_popularity
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.16
	title = bra.16.t
	desc = bra.16.d
	picture = GFX_bra.16
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bra.16.a
		set_politics = {
			ruling_party = democratic
			elections_allowed = no
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.125
		}
		add_political_power = 150
	}
}
### Entity: Idea
Component: IVO_ncs
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = IVO
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: USA_convoy_hungry
Constructs: has_equipment
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_convoy_hungry = {
	enable = {
		date = > 1940.1.1
		has_equipment = {
			convoy = < 1000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = convoy
		value = 1000
	}
}
### Entity: Idea
Component: idea_GUAY_defense_force
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_defense_force = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_reserve_divisions
	modifier = {
		army_defence_factor = 0.08
		land_reinforce_rate = 0.02
	}
}
### Entity: Name List
Component: RIG
Source: game
File: common/names/00_names.txt

Code:
RIG = {
	male = {
		names = {
			David Adrián Agustín Álvaro Anastasio Andrés Ángel Antonio Bernardo Emiliano Emilio Enrique Ernesto Felipe Félix Francisco Francisco Javier Gabriel Gaspar Gregorio Ignacio Jerónimo Joaquín José José Manuel José María Juan Juan Bautista Justo Lázaro Manuel Mariano Martín Melchor Miguel Nicolás Pablo Pascual Pedro Porfirio Ramón Anselmo Cecilio Ricardo Rómulo Salvador Sebastián Tomás Valentín Valeriano Venustiano Vicente Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Martínez Almonte Álvarez Arista Barragán Bocanegra Bravo Bustamante Canalizo Carranza Caserta Cervantes Corona Corra de Ampudia de Cos de Itúrbide Díaz Echeverría Escandón Escobedo Fagoaga Fernández del Valle Flores Gómez González Guerrero Huerta Kosterlitzky López de Santa Ana Lozada Martínez del Río Mejía Miramón Múzquiz Obregón Pedraza Pimentel Reyes Rincón Gallardo Robles Ruíz Salas Sánchez Sarmaniego del Castillo Vázquez de la Cadena Villa Woll Zapata Zaragoza Zuloaga
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: SWI_is_council_guy
Constructs: has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_council_guy = {
	OR = {
		has_trait = SWI_fascist_appeaser SWI_fascist SWI_fascist_propagandist SWI_fascist_recruiter SWI_corporatist SWI_social_democrat SWI_socialist_pacifist SWI_pragmatic_democrat SWI_conservative_democrat SWI_militaristic_democrat SWI_militaristic_nationalist SWI_soviet_spy SWI_nationalistic_industrialist
	}
}
### Entity: Character
Component: GER_walter_dornberger
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_walter_dornberger = {
	name = GER_walter_dornberger
	portraits = {
		army = {
			small = GFX_portrait_GER_walter_dornberger_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = GER_walter_dornberger
		ledger = army
		allowed = {
			original_tag = GER
		}
		available = {
			OR = {
				has_completed_focus = GER_rocketry_innovations GER_wunderwaffe GER_glorious_mechanical_machinations
			}
		}
		traits = {
			GER_head_of_the_missile_department
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Country History
Country: TRI
Component: TRI_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TRI - Trinidad and Tobago.txt

Code:
# Misc for TRI
capital = 691
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: KMT_uneasy_status_quo
Constructs: has_government, industrial_capacity_factory, removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_uneasy_status_quo = {
	picture = generic_neutrality_drift_bonus
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.001
		industrial_capacity_factory = -0.03
		political_power_factor = -0.1
		fascism_drift = 0.01
		communism_drift = 0.01
	}
}
### Entity: Idea
Component: AUS_devalued_the_schilling
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_devalued_the_schilling = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_devalue_currency
	modifier = {
		stability_factor = -0.05
		consumer_goods_factor = 0.15
	}
}
### Entity: Resistance
Component: sabotage_steel
Constructs: limit, has_resources_amount, has_variable, check_variable, clear_sabotaged_resources_if_necesary, add_to_variable, set_temp_variable, add_dynamic_modifier
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_steel = {
	available = {
		has_resources_amount = {
			resource = steel
			amount = > 0
			delivered = yes
		}
	}
	weight = {
		base = 0.5
		modifier = {
			has_variable = targeted_sabotage_resources
			check_variable = {
				targeted_sabotage_resources = > 0
			}
			add = 4
		} {
			occupation_law = forced_labor_occupation
			add = -0.25
		}
	}
	effect = {
		clear_sabotaged_resources_if_necesary = yes
		add_to_variable = {
			sabotaged_steel = -12
		}
		set_temp_variable = {
			duration = 180
		}
		if = {
			limit = {
				occupation_law = forced_labor_occupation
			}
			multiply_temp_variable = {
				duration = 0.75
			}
		} {
			limit = {
				has_variable = targeted_sabotage_resources
				check_variable = {
					targeted_sabotage_resources = > 0
				}
			}
			add_to_variable = {
				sabotaged_steel = -8
			}
			subtract_from_variable = {
				var = targeted_sabotage_resources
				value = 1
			}
		}
		add_dynamic_modifier = {
			modifier = sabotaged_resources
			days = duration
		}
	}
	alert_text = resource_is_sabotaged
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_crush_kke
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_historical_focus_on, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_crush_kke
	icon = GFX_goal_attack_communists
	prerequisite = {
		focus = GRE_national_security_concerns
	}
	x = -1
	y = 1
	relative_position_id = GRE_national_security_concerns
	cost = 5
	ai_will_do = {
		factor = 1000
		modifier = {
			is_historical_focus_on = yes
			factor = 1000
		}
	}
	available = {
		OR = {
			has_idea = GRE_strikes GRE_strikes_3
		}
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = GRE_strikes_3
			}
			remove_ideas = GRE_strikes_3
		}
		else = {
			swap_ideas = {
				remove_idea = GRE_strikes
				add_idea = GRE_strikes_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Country History
Country: PON
Component: PON_technology
Constructs: set_technology
Source: game
File: history/countries/PON - Pontus.txt

Code:
# Starting Technologies for PON
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	gw_artillery = 1
}
### Entity: Country History
Country: MIS
Component: MIS_technology
Constructs: set_technology
Source: game
File: history/countries/MIS - Miskito.txt

Code:
# Starting Technologies for MIS
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: National Focus
Tree: que_focus
Component: QUE_a_s_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_a_s_warfare
	prerequisite = {
		focus = QUE_destroyer_focus
	} {
		focus = QUE_cruiser_focus
	}
	icon = GFX_goal_generic_navy_anti_submarine
	x = 0
	y = 1
	relative_position_id = QUE_destroyer_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = QUE_a_s_warfare
			bonus = 1.0
			ahead_reduction = 2
			uses = 2
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}