Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: HUN_national_academy_of_sciences_category
Constructs: has_completed_focus, has_country_flag, complete_effect, remove_effect, set_country_flag, add_dynamic_modifier, add_to_variable
Source: game
File: common/decisions/HUN.txt

Code:
HUN_national_academy_of_sciences_category = {
	HUN_establish_new_academy_of_sciences_branches_program_decision = {
		priority = 100
		icon = GFX_decision_SOV_academy_of_sciences
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			has_completed_focus = wuw_HUN_expand_the_hungarian_academy_of_sciences
			NOT = {
				has_country_flag = HUN_expanded_science_academy_national_flag
			}
		}
		available = {
			has_completed_focus = wuw_HUN_expand_the_hungarian_academy_of_sciences
			num_of_civilian_factories_available_for_projects = > 4
		}
		days_remove = 70
		cost = 75
		modifier = {
			civilian_factory_use = 5
		}
		complete_effect = {

		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = HUN_expanded_science_academy_national_flag
			}
			add_dynamic_modifier = {
				modifier = HUN_academy_of_sciences
			}
		}
	}
	HUN_establish_szekely_academy_of_sciences_decision = {
		priority = 99
		icon = GFX_decision_SOV_academy_of_sciences
		ai_will_do = {
			base = 5
		}
		allowed = {
			original_tag = HUN
		}
		highlight_states = {
			highlight_state_targets = {
				state = 76
			}
		}
		visible = {
			has_completed_focus = wuw_HUN_expand_the_hungarian_academy_of_sciences
			NOT = {
				has_country_flag = HUN_szekely_science_academy_flag
			}
			has_country_flag = HUN_expanded_science_academy_national_flag
		}
		available = {
			has_completed_focus = wuw_HUN_expand_the_hungarian_academy_of_sciences
			num_of_civilian_factories_available_for_projects = > 9
			controls_state = 76
		}
		days_remove = 70
		cost = 75
		modifier = {
			civilian_factory_use = 10
		}
		complete_effect = {

		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = HUN_szekely_science_academy_flag
			}
			custom_effect_tooltip = HUN_modify_academy_of_sciences_ns_intro
			add_to_variable = {
				HUN_academy_of_sciences_research_speed_factor = 0.03
				tooltip = research_speed_factor_tt
			}
		}
	}
	HUN_establish_csangos_academy_of_sciences_decision = {
		priority = 99
		icon = GFX_decision_SOV_academy_of_sciences
		ai_will_do = {
			base = 5
		}
		allowed = {
			original_tag = HUN
		}
		highlight_states = {
			highlight_state_targets = {
				state = 79
			}
		}
		visible = {
			has_completed_focus = wuw_HUN_expand_the_hungarian_academy_of_sciences
			NOT = {
				has_country_flag = HUN_csangos_science_academy_flag
			}
			has_country_fla
# ... (truncated)
### Entity: Character
Component: ROM_gheorghe_avramescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_avramescu = {
	name = ROM_gheorghe_avramescu
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_avramescu
			large = GFX_Portrait_romania_gheorghe_avramescu
		}
	}
	advisor = {
		slot = high_command
		idea_token = ROM_gheorghe_avramescu
		ledger = army
		allowed = {
			original_tag = ROM
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: SPR_dont_attack_at_startup_of_civil_war
Constructs: has_global_flag
Source: game
File: common/ai_strategy/SPR.txt

Code:
SPR_dont_attack_at_startup_of_civil_war = {
	allowed = {
		original_tag = SPR
	}
	enable = {
		has_global_flag = SPR_civil_war_startup
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		country_trigger = {
			original_tag = SPR
		}
		execute_order = no
		manual_attack = no
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.7
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.7
	title = bftb_bulgaria_balkan_federation.7.t
	desc = bftb_bulgaria_balkan_federation.7.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.7.a
		activate_targeted_decision = {
			target = FROM
			decision = BUL_balkan_federation_industrial_aid
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_guardia_nacional
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_country_flag, completion_reward, remove_dynamic_modifier, set_party_name
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_guardia_nacional
	icon = GFX_focus_ARG_guardia_nacional
	prerequisite = {
		focus = ARG_encourage_german_investments
	}
	x = 0
	y = 2
	relative_position_id = ARG_encourage_german_investments
	mutually_exclusive = {
		focus = ARG_union_nacional_fascista
	}
	cost = 10
	available = {
		fascism = > 0.6
	}
	ai_will_do = {
		factor = 20
	}
	bypass = {
		has_country_flag = ARG_worst_timeline_flag
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_ideas = ARG_military_government_idea
		remove_dynamic_modifier = {
			modifier = ARG_growing_nationalism_modifier
		}
		set_party_name = {
			ideology = fascism
			long_name = ARG_gen_nazism_party_long
			name = ARG_gen_nazism_party
		}
		custom_effect_tooltip = CHL_skip_one_line_tt ARG_guardia_nacional_tt
		hidden_effect = {
			set_politics = {
				ruling_party = fascism
				last_election = 1934.3.26
				election_frequency = 48
				elections_allowed = no
			}
			ARG_pedro_pablo_ramirez = {
				add_country_leader_role = {
					country_leader = {
						ideology = gen_nazism
						expire = 1965.1.1.1
						traits = {
							ARG_moderate_dictator
						}
					}
				}
				promote_leader = yes
				set_portraits = {
					army = {
						large = GFX_portrait_ARG_pedro_pablo_ramirez_fascist
					}
					civilian = {
						large = GFX_portrait_ARG_pedro_pablo_ramirez_fascist
					}
				}
			}
			retire_country_leader = yes
			set_cosmetic_tag = ARG_military_state_fascism
			IF = {
				limit = {
					has_idea = ARG_pedro_pablo_ramirez
				}
				remove_ideas = ARG_pedro_pablo_ramirez
			}
		}
	}
}
### Entity: Event
Component: mexico.51
Constructs: is_triggered_only
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.51
	title = mexico.51.title
	desc = mexico.51.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = mexico.51.a
	}
}
### Entity: Shared Focus
Component: GUYANA_UNIFIED_legacy_of_piracy
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, has_tech, allow_branch
Source: game
File: common/national_focus/r56_guyana_shared.txt

Code:
shared_focus = {
	id = GUYANA_UNIFIED_legacy_of_piracy
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	prerequisite = {
		focus = GUYANA_UNIFIED_naval_buildup
	}
	relative_position_id = GUYANA_UNIFIED_naval_buildup
	x = 0
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 2
		has_tech = construction3
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_ideas = JAP_supply_disruption
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: DOD_hungary.54
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability, remove_state_claim, add_threat, declare_war_on, take_state_focus
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.54
	title = DOD_hungary.54.t
	desc = DOD_hungary.54.desc
	picture = GFX_report_event_romanian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.54.a
		ai_chance = {
			base = 35
			modifier = {
				strength_ratio = {
					tag = ROM
					ratio = < 0.5
				}
				factor = 2
			} {
				HUN_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		add_stability = -0.15
		remove_state_claim = 76 83 84
		add_threat = -1
		ROM = {
			country_event = {
				id = DOD_hungary.57
				hours = 4
			}
		}
		remove_ideas = HUN_war_preparation
	} {
		name = DOD_hungary.54.b
		ai_chance = {
			base = 35
			modifier = {
				HUN_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				strength_ratio = {
					tag = ROM
					ratio = > 1.25
				}
				factor = 2
			}
		}
		declare_war_on = {
			target = ROM
			type = take_state_focus
			generator = {
				76 83 84
			}
		}
	} {
		name = DOD_hungary.54.c
		ai_chance = {
			base = 35
		}
		HUN = {
			country_event = {
				id = DOD_hungary.55
			}
		}
	}
}
### Entity: Event
Component: kmt.277
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.277
	title = kmt.277.t
	desc = kmt.277.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.277.a
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ichiro_hatoyama_focus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_country_leader, add_country_leader_role
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ichiro_hatoyama_focus
	icon = GFX_focus_JAP_ichiro_hatayomas_premiership
	mutually_exclusive = {
		focus = JAP_abe_isoo_focus JAP_machida_chuuji_focus JAP_tokugawa_iesato_focus JAP_mitsumasa_yonai_focus
	}
	x = 0
	y = 1
	relative_position_id = JAP_minpon_shugi
	prerequisite = {
		focus = JAP_minpon_shugi
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_ichiro_hatoyama
					}
				}
			}
			add_country_leader_role = {
				character = JAP_ichiro_hatoyama
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					expire = 1989.1.1.1
					traits = {
						JAP_rikken_seiyukai_leader
					}
				}
			}
		}
	}
}
### Entity: Event
Component: new_ger.60
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, take_state_focus, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.60
	title = new_ger.60.t
	desc = new_ger.60.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.60.a
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
		add_war_support = 0.025
		clr_country_flag = GER_eupen_active
	} {
		name = new_ger.60.b
		add_political_power = -50
		ai_chance = {
			base = 0
		}
		clr_country_flag = GER_eupen_active
	}
}
### Entity: Character
Component: PER_rokneddin_mokhtari
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_rokneddin_mokhtari = {
	name = PER_rokneddin_mokhtari
	portraits = {
		civilian = {
			small = GFX_portrait_PER_rokneddin_mokhtari_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_rokneddin_mokhtari
		allowed = {
			original_tag = PER
			has_Dlc = La Resistance
		}
		visible = {
			NOT = {
				has_completed_focus = PER_rally_the_reformers
			}
		}
		available = {

		}
		traits = {
			PER_head_of_military_police
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reform_education_system
Constructs: prerequisite, completion_reward, add_political_power, add_research_slot
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reform_education_system
	icon = GFX_focus_generic_university_2
	relative_position_id = AUS_proclaim_the_second_republic
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_proclaim_the_second_republic AUS_oust_schuschnigg
	}
	cost = 10
	completion_reward = {
		add_political_power = -50
		add_research_slot = 1
	}
}
### Entity: Order of Battle
Component: 1 Fujian Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 1 Fujian Jingbei
	location = 9974
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: AI Strategy
Component: SOV_raiding_fleet_2
Source: game
File: common/ai_navy/fleet/SOV_fleet_templates.txt

Code:
SOV_raiding_fleet_2 = {
	required_taskforces = {
		SOV_ConvoyRaiding_1 = 3
	}
	optional_taskforces = {
		SOV_ConvoyRaiding_1 = 2
	}
}
### Entity: Country History
Country: POK
Component: POK_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/POK - Pontianak.txt

Code:
# Misc for POK
capital = 334
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_wage_rationalization_act
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_the_wage_rationalization_act
	icon = GFX_goal_generic_deals
	prerequisite = {
		focus = PHI_follow_the_american_way
	}
	relative_position_id = PHI_follow_the_american_way
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = PHI_minimum_wage_laws
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: GAB_stc
Source: game
File: common/characters/GAB.txt

Code:
GAB_stc = {
	advisor = {
		slot = political_advisor
		idea_token = GAB_stc
		allowed = {
			original_tag = GAB
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_great_purge_trial_of_the_admirals_effect
Constructs: limit, set_temp_variable, is_navy_leader, has_navy_ledger, has_character_flag, check_variable, every_character, add_to_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_great_purge_trial_of_the_admirals_effect = {
	hidden_effect = {
		set_temp_variable = {
			temp_targets_index = 0
		} {
			temp_people_to_purge = 0
		}
		if = {
			limit = {
				any_character = {
					OR = {
						is_navy_leader = yes
						has_navy_ledger = yes
					}
					has_character_flag = SOV_targeted_for_purge_flag
					SOV_character_can_be_purged = yes
				}
			}
			if = {
				limit = {
					check_variable = {
						SOV_specific_random_purge_targets_override = 0
						compare = greater_than_or_equals
					}
				}
			}
			else = {
				every_character = {
					limit = {
						OR = {
							is_navy_leader = yes
							has_navy_ledger = yes
						}
						has_character_flag = SOV_targeted_for_purge_flag
						SOV_character_can_be_purged = yes
					}
					PREV = {
						add_to_temp_variable = {
							temp_targets_index = 1
						}
					}
				}
			}
		} {
			limit = {
				check_variable = {
					SOV_specific_random_purge_targets_override = 0
					compare = greater_than_or_equals
				}
			}
			set_temp_variable = {
				temp_people_to_purge = SOV_specific_random_purge_targets_override
			}
			SOV_reset_specific_random_target_override_effect = yes
		} {
			limit = {
				check_variable = {
					temp_people_to_purge = 0
					compare = greater_than
				} {
					temp_targets_index = < temp_people_to_purge
				}
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						temp_targets_index = temp_people_to_purge
						compare = less_than
					}
				}
				if = {
					limit = {
						any_character = {
							OR = {
								is_navy_leader = yes
								has_navy_ledger = yes
							}
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
							NOT = {
								has_trait = trait_SOV_stalinist
							}
						}
					}
					random_character = {
						limit = {
							OR = {
								is_navy_leader = yes
								has_navy_ledger = yes
							}
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
							NOT = {
								has_trait = trait_SOV_stalinist
							}
						}
						set_character_flag = SOV_targeted_for_purge_flag
						clr_character_flag = SOV_potential_target_flag
					}
				}
				else_if = {
					limit = {
						any_character = {
							OR = {
								is_navy_leader = yes
								has_navy_ledger = yes
							}
							NOT = {
								has_character_flag = SOV_ta
# ... (truncated)
### Entity: AI Strategy
Component: ARG_play_nice_with_CHL
Constructs: has_completed_focus, has_government, has_war_with
Source: game
File: common/ai_strategy/r56_ARG.txt

Code:
ARG_play_nice_with_CHL = {
	allowed = {
		original_tag = ARG
	}
	enable = {
		CHL = {
			OR = {
				NOT = {
					has_completed_focus = CHL_the_spread_of_fascism
				} {
					has_completed_focus = CHL_communist_argentina_war
				}
			}
		} {
			OR = {
				NOT = {
					has_government = communism fascism
				}
			}
		}
		ARG = {
			NOT = {
				has_completed_focus = ARG_argentinas_destiny
			}
		} {
			OR = {
				has_government = democratic neutrality
			}
		}
		country_exists = CHL
	}
	abort = {
		OR = {
			CHL = {
				has_government = fascism
			}
			NOT = {
				country_exists = CHL
			}
			ARG = {
				has_war_with = CHL
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = CHL
		value = 20
	} {
		type = support
		id = CHL
		value = 10
	}
}
### Entity: Event
Component: sfl.22
Constructs: is_triggered_only
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.22
	title = sfl.22.t
	desc = sfl.22.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = sfl.22.a
	}
}
### Entity: Character
Component: TIB_royal_chamberlain
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_royal_chamberlain = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	improve_relations_maintain_cost_factor = -0.15
	opinion_gain_monthly_same_ideology = 0.1
	neutrality_drift = 0.03
}
### Entity: Unit Template
Component: ETH_TOWNS
Source: game
File: common/units/names_ships/ETH_ship_names.txt

Code:
ETH_TOWNS = {
	name = NAME_THEME_CITIES
	for_countries = {
		ETH
	}
	type = ship
	prefix = ENS 
	unique = {
		Addis Ababa Gondar Mekelle Adama Awassa Bahir Dar Dire Dawa Dessie Jimma Jijiga Shashamane Bishoftu Sodo Arba Minch Hosaena Harar Dilla Nekemte Debre Asella Debre Mark'os Kombolcha Debre Tabor Adigrat Areka Weldiya Sebeta Burayu Ambo Arsi Aksum Gambela Bale Robe Butajira Batu Boditi Adwa Yirgalem Waliso Welkite Gode Meki Negele Alaba Alamata Chiro Tepi Durame Goba Assosa Gimbi Wukro Haramaya Mizan Sawla Mojo Dembi Aleta Metu Mota Fiche Finote Bule Bonga Kobo Jinka Dangila Degehabur Dimtu Agaro
	}
}
### Entity: Event
Component: new_ger.75
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_stability, add_political_power, give_guarantee, is_core_of
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.75
	title = new_ger.75.t
	desc = new_ger.75.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.75.a
		ai_chance = {
			base = 50
		}
		add_political_power = 25 -25
		FROM = {
			give_guarantee = ROOT
		}
		188 = {
			transfer_state_to = FROM
		}
		IF = {
			limit = {
				188 = {
					is_core_of = ROOT
				}
			}
			188 = {
				remove_core_of = ROOT
			}
		}
		add_popularity = {
			ideology = FROM
			popularity = -0.05
		}
		add_stability = 0.05
		hidden_effect = {
			FROM = {
				country_event = new_ger.76
			}
		}
	} {
		name = new_ger.75.b
		ai_chance = {
			base = 40
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_KAISER
					has_game_rule = {
						rule = GER_ai_behavior
						option = MONARCHIST_ALLIES
					}
				}
			}
		}
		FROM = {
			country_event = new_ger.77
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_import_rocketry
Constructs: prerequisite, completion_reward, add_tech_bonus, secret_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_import_rocketry
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = PER_special_units
	}
	x = 0
	y = 3
	relative_position_id = PER_special_units
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = secret_bonus
			ahead_reduction = 2
			category = rocketry
		} {
			name = secret_bonus
			bonus = 0.5
			uses = 2
			category = rocketry
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_expand_farm_subsidies
Constructs: has_completed_focus, prerequisite, completion_reward, has_idea, random_owned_controlled_state, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_expand_farm_subsidies
	icon = GFX_focus_generic_farmland
	cost = 5
	x = 2
	y = 1
	relative_position_id = LUX_the_dupong_ministry
	prerequisite = {
		focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
	}
	available = {
		NOT = {
			has_completed_focus = LUX_privatisation_drive
		}
		has_idea = LUX_minister_economics_PD
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_building_construction = {
				type = infrastructure
				level = 1
			}
		}
		add_timed_idea = {
			idea = r56_LUX_farm_subsidies
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.6
Constructs: is_triggered_only, ai_chance, has_war, is_in_faction, has_stability
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.6
	title = ww_BEL_event_diplomatic.6.t
	desc = ww_BEL_event_diplomatic.6.desc
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.6.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				is_in_faction = yes
			} {
				add = 10
				has_war = no
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = ww_BEL_event_diplomatic.11
			}
		}
	} {
		name = ww_BEL_event_diplomatic.6.b
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				has_war = yes
			} {
				add = 2
				is_in_faction = no
			} {
				add = 2
				has_stability = < 0.2
			} {
				add = 2
				has_stability = < 0.4
			} {
				add = 2
				has_stability = < 0.6
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = ww_BEL_event_diplomatic.10
			}
		}
	}
}
### Entity: Character
Component: army_chief_drill_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_drill_1 = {
	sprite = 5
	training_time_army_factor = -0.05
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: State History
Component: 469
Constructs: add_core_of
Source: game
File: history/states/469-Saskatchewan.txt

Code:
state = {
	id = 469
	name = STATE_469
	manpower = 800000
	state_category = rural
	history = {
		owner = CAN
		add_core_of = CAN
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			4739 2
		}
	}
	provinces = {
		736 1788 3481 3498 3769 4739 9669 10552 10611 10656 11440 12593 12603 12663
	}
	local_supplies = 0.0
}