Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_pontianak_to_balikpapan
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, random_owned_state, add_building_construction, add_extra_state_shared_building_slots, build_railway
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_pontianak_to_balikpapan
	icon = GFX_focus_generic_railroad
	available = {
		has_full_control_of_state = 334 1055
	}
	prerequisite = {
		focus = INS_develop_borneo
	}
	x = -1
	y = 1
	relative_position_id = INS_develop_borneo
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				impassable = no
				infrastructure = < 5
			}
			prioritize = {
				334
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				impassable = no
				infrastructure = < 5
			}
			prioritize = {
				1055
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		build_railway = {
			level = 3
			build_only_on_allied = yes
			path = {
				4279 1316 10282 4409 7227 10310 12280 10138 12110 7296 10178 1416 12252 12225 10237 12196 1252 7231 10325
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_war_college
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_war_college
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = CZE_doctrine_bonus
	} {
		focus = CZE_doctrine_bonus_2
	}
	x = 0
	y = 4
	relative_position_id = CZE_military_research_institute
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = CZE_war_college_idea
		if = {
			limit = {
				NOT = {
					amount_research_slots = > 4
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CZE_war_college_effect_tt
			add_research_slot = 1
		}
	}
}
### Entity: Event
Component: SEA_warlords.43
Constructs: is_triggered_only, ai_chance, limit, is_subject_of, add_faction_influence_ratio, has_autonomy_state, set_autonomy, retire_character
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.43
	title = SEA_warlords.43.t
	desc = SEA_warlords.43.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 50
		}
		name = SEA_warlords.43.a
		FROM = {
			IF = {
				limit = {
					ROOT = {
						is_subject_of = FROM
					}
				}
				add_faction_influence_ratio = 0.05
				IF = {
					limit = {
						ROOT = {
							has_autonomy_state = autonomy_sea_integrated_warlord_subject
						}
					}
					add_faction_influence_ratio = 0.1
				}
			}
			ELSE = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_sea_warlord_subject
					freedom_level = 0.5
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		retire_character = SND_han_fuju
		add_country_leader_role = {
			character = CHI_sun_tongxuan
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {

				}
			}
		}
	} {
		ai_chance = {
			base = 10
		}
		name = SEA_warlords.43.b
		leave_faction = yes
		white_peace = {
			tag = JAP
		}
		JAP = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_wtt_imperial_protectorate
				freedom_level = 0.5
			}
		}
		CHI = {
			create_wargoal = {
				type = annex_everything
				target = ROOT
			}
		}
		retire_character = SND_han_fuju
		add_country_leader_role = {
			character = CHI_sun_tongxuan
			promote_leader = yes
			country_leader = {
				ideology = japan_militarism_ideology
				expire = 1965.1.1.1
				traits = {

				}
			}
		} {
			character = CHI_sun_tongxuan
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1965.1.1.1
				traits = {

				}
			}
		}
	}
}
### Entity: Idea
Component: HOL_domestic_vehicle_designs
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_domestic_vehicle_designs = {
	picture = FRA_motorized_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_INS
Source: game
File: common/ai_focuses/INS.txt

Code:
ai_focus_naval_air_INS = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Character
Component: BUL_angel_dotsev
Source: game
File: common/characters/BUL.txt

Code:
BUL_angel_dotsev = {
	name = BUL_angel_dotsev
	portraits = {
		army = {
			large = GFX_portrait_bul_angel_dotsev
			small = GFX_portrait_BUL_angel_dotsev_small
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 1211
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_imperial_way
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_imperial_way = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_the_imperial_way_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_the_imperial_way_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_the_imperial_way_dm
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_the_imperial_way_modifier_tt
	}
}
### Entity: Combat Tactic
Component: tactic_defender_sb_reckless_assault
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_defender_sb_reckless_assault = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_bridge
		skill = < 3
	}
	base = {
		factor = 4
	}
	picture = defender_sb_reckless_assault
	display_phase = seize_bridge
	combat_width = -0.25
	attacker = 0.25
	defender = -0.1
}
### Entity: Idea
Component: POR_support_for_portuguese_landowners2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_support_for_portuguese_landowners2 = {
	name = POR_austerity_measures
	picture = gre_schachtplan2
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		neutrality_drift = 0.01
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		global_building_slots_factor = 0.1
		trade_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
	}
}
### Entity: Character
Component: COS_felipe_abreu_castro
Source: game
File: common/characters/COS.txt

Code:
COS_felipe_abreu_castro = {
	advisor = {
		slot = navy_chief
		idea_token = COS_felipe_abreu_castro
		allowed = {
			original_tag = COS
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Felipe Abreu Castro
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: AI Strategy
Component: USA_strategic_bomber
Constructs: has_war, any_of
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_strategic_bomber = {
	category = air
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		air_strategic_bomber
	}
	priority = {
		factor = 200
		modifier = {
			date = > 1940.1.1
			factor = 5
		} {
			has_war = yes
			factor = 4
		}
	}
	strat_bomber_1_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret
			}
		}
		allowed_modules = {
			large_bomb_bay engine_2_4x lmg_defense_turret_2x lmg_defense_turret
		}
	}
	strat_bomber_2_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = large_bomb_bay
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_4x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = hmg_defense_turret_2x
				special_type_slot_3 = hmg_defense_turret_2x
				special_type_slot_4 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 bomb_sights_2 bomb_sights_1
					}
				}
			}
		}
		allowed_modules = {
			large_bomb_bay engine_3_4x air_ground_radar_2 air_ground_radar_1 bomb_sights_2 bomb_sights_1 hmg_defense_turret_2x
		}
	}
	strat_bomber_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = large_bomb_bay
				fixed_auxiliary_weapon_slot_2 = large_bomb_bay
				engine_type_slot = engine_4_4x
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = hmg_defense_turret_2x
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = fuel_tanks_large
				special_type_slot_5 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 bomb_sights_2 bomb_sights_1
					}
				}
			}
		}
		allowed_modules = {
			large_bomb_bay engine_4_4x air_ground_radar_2 air_ground_radar_1 fuel_tanks_large bomb_sights_2 bomb_sights_1 cannon_defense_turret_2x hmg_defense
# ... (truncated)
### Entity: Scripted Effect
Component: SWI_mr_high_medium_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_high_medium_increase = {
	add_to_variable = {
		var = SWI_military_readiness
		value = SWI_mr_high_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_schofield_tank
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_schofield_tank
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = NZL_bob_semple_tank
	}
	x = 1
	y = 2
	relative_position_id = NZL_army_reforms
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.15
		}
		add_tech_bonus = {
			name = NZL_schofield_tank
			bonus = 1.0
			uses = 1
			category = cat_light_armor
		}
	}
}
### Entity: Unit Template
Component: SPR_GAR_01
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_GAR_01 = {
	name = Garrison Division
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da División de Guarnición
	ordered = {
		1 = {
			Comandancia de Baleares
		}
		2 = {
			Comandancia de Canarias
		}
		3 = {
			Circunscripción Morocco
		}
		4 = {
			Circunscripción Maestrazgo
		}
		5 = {
			Comandancia de Madrid
		}
		6 = {
			Comandancia de Sevilla
		}
		7 = {
			Comandancia de Galacia
		}
		8 = {
			Comandancia de Barcelona
		}
		9 = {
			Comandancia de Valencia
		}
		10 = {
			Comandancia de Cádiz
		}
		11 = {
			Comandancia de Coruna
		}
		12 = {
			Comandancia de Cartagena
		}
		13 = {
			Comandancia de Burgos
		}
		14 = {
			Comandancia de Zaragosa
		}
		15 = {
			Comandancia de Melilla
		}
		16 = {
			Comandancia de Ceuta
		}
		17 = {
			Comandancia de Bilbao
		}
		18 = {
			Comandancia de Valladolid
		}
	}
}
### Entity: Name List
Component: ZIM
Source: game
File: common/names/00_names.txt

Code:
ZIM = {
	male = {
		names = {
			Desmond Abel Kadungure Sekuru Robert Lobengula Joshua Dumiso Leopold Joseph Gabriel Mqabuko Nyongolo Thomas Letswansto Ndabaningi
		}
	}
	female = {
		names = {
			Barulaganye Dikeledi Goitsemedi Aizivaishe Akatendeka Zendaya Vimbo
		}
	}
	surnames = {
		Tutu Muzorewa Nkomo Mapondera Kaguvi Khumalo Dabengwa Msika Takawira Masuku Sithole Tekere Nkala Nyagumbo
	}
	callsigns = {

	}
}
### Entity: Event
Component: venezuela.35
Constructs: is_triggered_only, remove_ideas, fire_only_once, set_party_name, add_country_leader_role, set_politics, add_popularity
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.35
	picture = GFX_report_event_hungary_parliament
	title = venezuela.35.t
	desc = venezuela.35.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.35.a
		set_party_name = {
			ideology = democratic
			long_name = Acción Democrática
			name = AD
		}
		add_country_leader_role = {
			character = VEN_romulo_betancourt
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1
				traits = {
					liberal_grandee
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1935.12.17
			election_frequency = 48
		}
		hidden_effect = {
			remove_ideas = VEN_ARDI_resurgence
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
		}
	}
}
### Entity: State History
Component: 115
Constructs: add_core_of
Source: game
File: history/states/115-Sicily.txt

Code:
state = {
	id = 115
	name = STATE_115
	history = {
		owner = ITA
		victory_points = {
			10074 20
		} {
			4159 5
		} {
			4014 5
		} {
			13256 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 10
			dockyard = 1
			10074 = {
				naval_base = 2
			}
			7059 = {
				naval_base = 5
			}
			4159 = {
				naval_base = 8
			}
			4014 = {
				naval_base = 3
			}
		}
		add_core_of = ITA TTS
	}
	provinces = {
		1009 1156 3857 4014 4159 7059 7147 10074 12047 13256
	}
	manpower = 3836571
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Country History
Country: CYP
Component: CYP_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/CYP - Cyprus.txt

Code:
# Misc for CYP
capital = 183
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
		fuel_silos = 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: National Focus
Tree: ger_focus
Component: GER_rebuild_the_nation
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rebuild_the_nation
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = GER_revive_the_kaiserreich GER_reestablish_free_elections
	}
	allow_branch = {
		NOT = {
			has_dlc = Gotterdammerung
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = GER_remilitarize_the_rhineland
			}
		}
	}
	available = {

	}
	x = 1
	y = 1
	relative_position_id = GER_revive_the_kaiserreich
	cost = 10
	ai_will_do = {
		factor = 9
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_rebuild_the_nation
			days = 365
		}
		add_ideas = GER_national_revitalization
	}
}
### Entity: Modifier Reference
Component: intel_network_state_level_penalty
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
intel_network_state_level_penalty = {
	max_planning_factor = -1
	max_dig_in = -5
}
### Entity: Character
Component: ARM_alexey_gevorkov
Source: game
File: common/characters/ARM.txt

Code:
ARM_alexey_gevorkov = {
	name = ARM_alexey_gevorkov
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = ARM_alexey_gevorkov
		ledger = navy
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: ARG_political_events.15
Constructs: is_triggered_only, ai_chance, has_war, has_opinion, is_in_faction
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.15
	title = ARG_political_events.15.t
	desc = ARG_political_events.15.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ARG_political_events.15.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				FROM = {
					has_war = yes
				}
			} {
				factor = 10
				ROOT = {
					has_opinion = {
						target = ARG
						value = < 29
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.16
				days = 1
			}
		}
	} {
		name = ARG_political_events.15.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.17
				days = 1
			}
		}
	}
}
### Entity: Event
Component: news.196
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.196
	title = news.196.t
	desc = news.196.d
	picture = GFX_news_event_worker_protest
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.196.a
		trigger = {
			has_government = democratic
		}
	} {
		name = news.196.b
		trigger = {
			has_government = fascism
		}
	} {
		name = news.196.c
		trigger = {
			has_government = communism
		}
	} {
		name = news.196.e
		trigger = {
			has_government = neutrality
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LEND_LEASE_enable
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/EAI_COUNTRY_lend_lease_triggers.txt

Code:
EAI_LEND_LEASE_enable = {
	NOT = {
		surrender_progress = > 0
		has_country_flag = EAI_MILITARY_trend_losing_war
	}
}
### Entity: Idea
Component: MEX_ejido_worker_militias
Constructs: has_government, is_subject, removal_cost, communism_drift
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_ejido_worker_militias = {
	name = MEX_ejido_worker_militias
	picture = jap_the_unthinkable_option
	allowed = {
		always = no
	}
	cancel = {
		AND = {
			is_subject = yes
			OVERLORD = {
				NOT = {
					has_government = communism
				}
			}
			NOT = {
				has_government = communism
			}
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		conscription = 0.02
		communism_drift = 0.1
	}
}
### Entity: Joint Focus
Component: INSHOL_nationalist_coallition
Constructs: prerequisite, limit, joint_focus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_nationalist_coallition
	icon = GFX_focus_INS_the_declaration_of_independence
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		democratic = > 0.2
	}
	prerequisite = {
		focus = INSHOL_education_reforms
	}
	mutually_exclusive = {
		focus = INSHOL_volksraad_compromises
	}
	x = -1
	y = 1
	relative_position_id = INSHOL_education_reforms
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		base = 3
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_will_not_keep_characters_tt INSHOL_nationalist_coallition_tt newline_tt available_political_advisor
			show_ideas_tooltip = INS_wirantakusumah_v INS_achmad_soebardjo INS_surachman_tjokoadisurjo INS_dr_boentaran_martooatmodjo INS_ki_hajar_dewantara
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_will_not_keep_characters_tt INSHOL_nationalist_coallition_tt newline_tt available_political_advisor
			show_ideas_tooltip = INS_wirantakusumah_v INS_achmad_soebardjo INS_surachman_tjokoadisurjo INS_dr_boentaran_martooatmodjo INS_ki_hajar_dewantara
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_support_tungsten_mining
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_support_tungsten_mining
	icon = GFX_goal_tungsten
	cost = 10
	x = -4
	y = 1
	relative_position_id = COG_Support_the_congo_railways
	prerequisite = {
		focus = COG_Support_the_congo_railways
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_support_tungsten_mining
					progress = > 0
				}
			}
		}
		has_tech = excavation3
		controls_state = 890 889
	}
	available_if_capitulated = yes
	bypass = {
		BEL = {
			has_completed_focus = BEL_support_tungsten_mining
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_resource = {
			type = tungsten
			amount = 4
			state = 889
		} {
			type = tungsten
			amount = 2
			state = 890
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
		custom_effect_tooltip = BEL_belgian_tree_tooltip
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN
	}
}
### Entity: AI Strategy
Component: GER_mine_laying
Source: game
File: common/ai_navy/goals/goals_GER.txt

Code:
GER_mine_laying = {
	objective_type = mines_planting
	available_for = {
		GER
	}
	min_priority = 2
	max_priority = 8
}
### Entity: Scripted Trigger
Component: SOV_basic_promote_rallies_triggers
Constructs: has_government, has_war_with, is_subject_of
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_basic_promote_rallies_triggers = {
	country_exists = FROM
	NOT = {
		has_war_with = FROM
	} {
		FROM = {
			is_subject_of = ROOT
		}
	} {
		has_government = FROM
	}
}
### Entity: Scripted Effect
Component: GER_add_bormann_effects
Constructs: has_completed_focus, limit, add_ideas
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_bormann_effects = {
	if = {
		limit = {
			has_completed_focus = GER_total_control_over_domestic_affairs
		}
		add_ideas = GER_bormann_brown_eminence
	}
	else_if = {
		limit = {
			has_completed_focus = GER_glorify_party_rallies
		}
		add_ideas = GER_bormann_secretary_to_the_fuhrer_improved
	} {
		limit = {
			has_completed_focus = GER_party_chancellor_bormann
		}
		add_ideas = GER_bormann_secretary_to_the_fuhrer
	}
}
### Entity: Order of Battle
Component: 4. Frivilligregiment 'Glommavakten
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = 4. Frivilligregiment 'Glommavakten
	location = 3021
	division_template = Frivilligregiment
}