Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_modernize_the_army
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_to_variable, add_doctrine_cost_reduction, every_unit_leader, random_select_amount
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_modernize_the_army
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = FIN_joint_scientific_program
	}
	mutually_exclusive = {
		focus = FIN_modernize_the_industry
	}
	x = 1
	y = 1
	relative_position_id = FIN_joint_scientific_program
	cost = 10
	available = {
		has_completed_focus = FIN_suomen_maavoimat
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro FIN_modernize_the_army_leaders_tt
		add_to_variable = {
			FIN_finnish_army_special_forces_cap = 0.2
			tooltip = special_forces_cap_tt
		}
		add_doctrine_cost_reduction = {
			name = FIN_modernize_the_army
			cost_reduction = 0.75
			uses = 3
			category = land_doctrine air_doctrine naval_doctrine
		}
		army_experience = 50
		air_experience = 50
		navy_experience = 50
		every_unit_leader = {
			limit = {
				skill = > 3
			}
			random_select_amount = 3
			add_skill_level = 1
			add_attack = 1
			add_defense = 1
			add_logistics = 1
		}
	}
}
### Entity: Idea
Component: BAY_arg
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_arg = {
	ledger = army
	picture = generic_army_europe_4
	allowed = {
		original_tag = BAY
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AUS_heimwehr_commander
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_heimwehr_commander = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	army_org_factor = 0.05
	army_morale_factor = 0.05
}
### Entity: Character
Component: NOR_tobacco_industrialist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_tobacco_industrialist = {
	random = no
	sprite = 10
	war_support_factor = -0.1
	production_speed_infrastructure_factor = 0.2
	production_speed_industrial_complex_factor = 0.15
}
### Entity: Scripted Effect
Component: den_monarchy_popularities
Constructs: set_political_party, add_to_variable, set_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_monarchy_popularities = {
	den_popularities_to_variables = yes
	add_to_variable = {
		dem_pop = neu_pop
	}
	clamp_variable = {
		var = dem_pop
		min = 40
		max = 70
	}
	set_variable = {
		comb_dem_pop = dem_pop
	}
	multiply_variable = {
		comb_dem_pop = 0.66
	}
	subtract_from_variable = {
		dem_pop = comb_dem_pop
	}
	round_variable = comb_dem_pop dem_pop
	set_political_party = {
		ideology = democratic
		popularity = comb_dem_pop
	} {
		ideology = neutrality
		popularity = dem_pop
	}
	den_popularities_clear = yes
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_tennoheika_banzai
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_tennoheika_banzai
	icon = GFX_focus_JAP_tennoheika_banzai
	x = -1
	y = 1
	relative_position_id = JAP_sea_supremacy_of_will
	prerequisite = {
		focus = JAP_sea_supremacy_of_will
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

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

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = JAP_tennoheika_banzai
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CHI_50_cheaper_force_attack
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_befriend_turkey
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_befriend_turkey
	icon = GFX_focus_generic_befriend_turkey
	prerequisite = {
		focus = GER_war_with_the_ussr
	}
	x = -1
	y = 1
	relative_position_id = GER_war_with_the_ussr
	cost = 5
	bypass = {
		OR = {
			TUR = {
				is_in_faction_with = GER
			} {
				is_subject_of = GER
			}
			NOT = {
				country_exists = TUR
			}
		}
	}
	available_if_capitulated = no
	available = {
		is_subject = no
		NOT = {
			has_war_with = TUR
		}
		TUR = {
			exists = yes
			is_subject = no
		} {
			custom_trigger_tooltip = {
				tooltip = GER_alone_or_peace_faction_tt
				is_alone_or_in_faction_at_peace_with_GER = yes
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ger_tur_diplomacy_focus
			}
			if = {
				limit = {
					is_ai = yes
					is_in_faction = no
					is_subject = no
					has_government = ROOT
					ROOT = {
						is_faction_leader = yes
					}
				}
				country_event = {
					id = generic.5
					hours = 6
					random_hours = 12
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 200
				}
			} {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = communist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			}
			country_event = {
				id = generic.1
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_invite_italian_investors
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_subject_of, has_civil_war, add_offsite_building
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_invite_italian_investors
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ETH_amedeos_feast_of_maskal
	}
	x = -3
	y = 1
	relative_position_id = ETH_amedeos_feast_of_maskal
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_reassert_silesian_claims
Constructs: prerequisite, has_government, completion_reward, is_subject, add_core_of
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_reassert_silesian_claims
	icon = GFX_focus_POL_reassert_silesian_claims
	prerequisite = {
		focus = POL_riot_of_37 POL_reopen_national_elections
	}
	relative_position_id = POL_riot_of_37
	mutually_exclusive = {
		focus = POL_beck_ribbentrop
	}
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		has_government = fascism
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		66 = {
			add_core_of = POL
		}
		67 = {
			add_core_of = POL
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_declare_neutrality
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_declare_neutrality
	available = {

	} {

	}
	icon = GFX_goal_generic_neutrality_focus
	x = 0
	y = 1
	cost = 5
	relative_position_id = URG_colorado_victory
	prerequisite = {
		focus = URG_colorado_victory
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 150
		add_ideas = neutrality_idea
	}
}
### Entity: Unit Template
Component: GDC_CAV_01
Source: game
File: common/units/names_divisions/GDC_names_divisions.txt

Code:
GDC_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		GDC
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Guangdong Qibing Jun
	ordered = {
		1 = {
			%d Guangdong Qibing Jun
		}
		2 = {
			%d Guangdong Qibing Jun
		}
		3 = {
			%d Guangdong Qibing Jun
		}
		4 = {
			%d Guangdong Qibing Jun
		}
		6 = {
			%d Guangdong Qibing Jun
		}
		5 = {
			%d Guangdong Qibing Jun
		}
		7 = {
			%d Guangdong Qibing Jun
		}
		8 = {
			%d Guangdong Qibing Jun
		}
		9 = {
			%d Guangdong Qibing Jun
		}
		10 = {
			%d Guangdong Qibing Jun
		}
		11 = {
			%d Guangdong Qibing Jun
		}
		12 = {
			%d Guangdong Qibing Jun
		}
		13 = {
			%d Guangdong Qibing Jun
		}
		14 = {
			%d Guangdong Qibing Jun
		}
		15 = {
			%d Guangdong Qibing Jun
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Move_past_the_Krag_Jorgesen
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Move_past_the_Krag_Jorgesen
	icon = GFX_goal_small_infantry
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_Restructure_the_Army_Command
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_RESEARCH
	}
	x = -1
	y = 2
	relative_position_id = DEN_Rearm_the_Royal_Army
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 2
			name = DEN_Move_past_the_Krag_Jorgesen
			category = infantry_weapons
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:DEN_DISA_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.35
				add_mio_research_bonus = 0.05
				unlock_mio_trait_tooltip = DEN_mio_trait_weibel_development DEN_mio_trait_madsen_heavy_machine_gun
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_democratic_approach
Constructs: prerequisite, remove_ideas, has_government, has_country_flag, completion_reward, set_country_flag, add_timed_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_democratic_approach
	icon = GFX_GRE_focus_laikon_koma
	text = GRE_democratic_approach
	prerequisite = {
		focus = GRE_divided_nation
	}
	x = -11
	y = 1
	mutually_exclusive = {
		focus = GRE_national_security_concerns GRE_aftermath_of_the_victory_of_the_people GRE_reinforce_royal_dictatorship GRE_national_union
	}
	relative_position_id = GRE_divided_nation
	cost = 10
	ai_will_do = {
		factor = 9
	}
	select_effect = {
		set_country_flag = r56_no_commie_civil_war
	}
	available = {
		has_country_flag = GRE_democratic_party_appointed
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_divided_no_commie_cw_tt
		add_timed_idea = {
			idea = GRE_democratic_support
			days = 360
		}
		remove_ideas = GRE_idea_transition_government
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Carrier
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Carrier
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = PAL_Dockyards
	}
	x = 1
	y = 1
	relative_position_id = PAL_Dockyards
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			uses = 1
			category = cv_tech
		}
		custom_effect_tooltip = GEN_Generals_Other_nav_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: ALB_MOT_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_MOT_01 = {
	name = Motorized Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		ALB_INF_01
	}
	fallback_name = %s Këmbësori Pje. përdor Kamion
	ordered = {
		1 = {
			%s Këmbësori Pje. përdor Kamion
		}
		2 = {
			%s Këmbësori Pje. përdor Kamion
		}
		3 = {
			%s Këmbësori Pje. përdor Kamion
		}
		4 = {
			%s Këmbësori Pje. përdor Kamion
		}
		5 = {
			%s Këmbësori Pje. përdor Kamion
		}
		6 = {
			%s Këmbësori Pje. përdor Kamion
		}
		7 = {
			%s Këmbësori Pje. përdor Kamion
		}
		8 = {
			%s Këmbësori Pje. përdor Kamion
		}
		9 = {
			%s Këmbësori Pje. përdor Kamion
		}
		10 = {
			%s Këmbësori Pje. përdor Kamion
		}
	}
}
### Entity: Idea
Component: WES_awt
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_secure_soviet_aid
Constructs: add_equipment_to_stockpile, prerequisite, limit, random_country, has_government, completion_reward, has_subject, add_popularity
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_secure_soviet_aid
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = -1
	y = 1
	prerequisite = {
		focus = COG_attempt_to_sway_moise_thsombe
	}
	relative_position_id = COG_attempt_to_sway_moise_thsombe
	mutually_exclusive = {
		focus = COG_secure_german_aid
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	bypass = {
		AND = {
			SOV = {
				OR = {
					NOT = {
						has_government = communism
					}
					exists = no
				}
			}
			GER = {
				OR = {
					NOT = {
						has_government = fascism
					}
					exists = no
				}
			}
		}
	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
		any_country_with_original_tag = {
			original_tag_to_check = SOV
			exists = yes
			has_government = communism
			NOT = {
				has_subject = ROOT
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = SOV
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt if_they_accept COG_when_the_war_for_independence_starts_tt
		random_country = {
			limit = {
				original_tag = SOV
				has_government = communism
			}
			country_event = {
				id = ww_congo.29
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = SOV
			} {
				type = support_equipment
				amount = 250
				producer = SOV
			} {
				type = artillery_equipment
				amount = 150
				producer = SOV
			}
			add_manpower = 15000
		}
	}
}
### Entity: Character
Component: PRC_head_of_state_bank
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_head_of_state_bank = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	trade_laws_cost_factor = -0.15
	economy_cost_factor = -0.15
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASuper_heavy_tank_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
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Super_heavy_tank_anti-tank.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: National Focus
Tree: per_focus
Component: PER_strategic_nationalizations
Constructs: has_completed_focus, prerequisite, add_ideas, remove_ideas, add_opinion_modifier, completion_reward, has_game_rule, remove_resource_rights
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_strategic_nationalizations
	icon = GFX_goal_generic_state_economy
	cost = 10
	prerequisite = {
		focus = PER_embrace_persian_identity PER_halt_religious_persecutions
	}
	x = 1
	y = 1
	relative_position_id = PER_embrace_persian_identity
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = PER_strategic_nationalizations
		remove_ideas = PER_anglo_iranian_oil_company
		ENG = {
			remove_resource_rights = 413
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Unit Template
Component: HOL_DD_HISTORICAL
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		HOL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HrMs 
	fallback_name = Torpedobootjager %d
	unique = {
		Piet Hein Eversten Van Ghent Kortenaer Van Galen Witte de With Banckert Van Nes Gerard Callenburgh Isaac Sweers Tjerk Hiddes Philips van Almonde Campbelltown Marnix Holland Zeeland Noord-Brabant Gelderland Friesland Groningen Limburg Overijssel Drenthe Utrecht Rotterdam Amsterdam Wolf Fret Bulhond Jakhals Hermelijn Lynx Vos Panter
	}
}
### Entity: Character
Component: SPA_tomas_dominguez_arevalo
Constructs: has_completed_focus, limit, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_tomas_dominguez_arevalo = {
	name = SPA_tomas_dominguez_arevalo
	portraits = {
		army = {
			small = GFX_idea_SPA_tomas_dominguez_arevalo
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_tomas_dominguez_arevalo
		name = SPA_tomas_dominguez_arevalo
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SPR CHL
			}
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = SPA_supremacy_of_the_communion
					}
				}
				NOT = {
					has_completed_focus = SPA_eliminate_the_carlists
				}
			} {
				limit = {
					has_completed_focus = SPA_unify_the_nationalist_front
				}
				NOT = {
					has_global_flag = SPR_carlist_uprising_flag
				}
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			lifelong_carlist
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L35
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L35 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^35 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L35
		value = 5000
	} {
		type = support
		id = L35
		value = 5000
	} {
		type = diplo_action_desire
		id = L35
		target = lend_lease
		value = 2000
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Goodis.html

Doc:
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(Main)
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23:28, 5 March 2016 (diff | hist) . . (+248)‎ . . m Turkey ‎ (Added 2 screenshots related to the Economy and Politics column.) (current)

23:23, 5 March 2016 (diff | hist) . . (+52)‎ . . N File:Trade Chromoium.jpg ‎ (Trade screen displaying the availability of chromium)

23:22, 5 March 2016 (diff | hist) . . (+71)‎ . . N File:Turkey DiplomacyView.jpg ‎ (A screenshot of Turkey, leader, ruling party, ideology, national focus.)

23:20, 5 March 2016 (diff | hist) . . (0)‎ . . m Turkey ‎ (→‎Industrial Production: Corrected the exact number)

22:32, 3 March 2016 (diff | hist) . . (+583)‎ . . m Turkey ‎ (Added info about aconomy, importance of the chromite. +Short politics info)

Retrieved from "http://www.hoi4wiki.com/Special:Contributions/Goodis"
### Entity: Achievement
Component: uralic_brothers_united
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject_of
Source: game
File: common/achievements.txt

Code:
uralic_brothers_united = {
	id = 183
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = FIN
	}
	happened = {
		tag = FIN
		HUN = {
			is_subject_of = FIN
		}
		EST = {
			is_subject_of = FIN
		}
		SMI = {
			is_subject_of = FIN
		}
		KAR = {
			is_subject_of = FIN
		}
		MEL = {
			is_subject_of = FIN
		}
		UDM = {
			is_subject_of = FIN
		}
		KOM = {
			is_subject_of = FIN
		}
		OVO = {
			is_subject_of = FIN
		}
		YAM = {
			is_subject_of = FIN
		}
		NEN = {
			is_subject_of = FIN
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_19
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_19 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 19
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 19
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_joint_allied_staff_college
Constructs: prerequisite, completion_reward, is_in_faction_with, is_faction_leader, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_joint_allied_staff_college
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = ROM_join_allies
	} {
		focus = ROM_military_modernization
	}
	x = 1
	y = 5
	relative_position_id = ROM_renew_the_romanian_polish_alliance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = ENG
		ENG = {
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ROM_joint_allied_staff_college
			cost_reduction = 0.35
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_equipment_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_equipment_modernization
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = ARG_study_foreign_equipment
	}
	x = 5
	y = 3
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = ARG_equipment_modernization
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_PRC_political_events.6
Constructs: is_triggered_only, limit, fire_only_once, is_in_faction, add_to_faction
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.6
	title = SEA_PRC_political_events.6.t
	desc = SEA_PRC_political_events.6.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.6.a
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		FROM = {
			add_to_faction = ROOT
		}
	}
}