Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ai_focus_aviation_RUT
Source: game
File: common/ai_focuses/RUT.txt

Code:
ai_focus_aviation_RUT = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 4.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 20.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: Idea
Component: GRE_ford_motor_company
Constructs: has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_ford_motor_company = {
	picture = ford_motor_company
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	cost = 120
	research_bonus = {
		motorized_equipment = 0.1
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_nationalize_the_industry
Constructs: prerequisite, limit, add_stability, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_nationalize_the_industry
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_land_redistribution SPR_reeducate_the_bourgeoisie
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = 2
	y = 2
	relative_position_id = SPR_land_redistribution
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_nationalize_the_industry_1civ
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.1
		add_tech_bonus = {
			name = SPR_nationalize_the_industry
			bonus = 1.0
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_nationalize_the_industry_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_nationalize_the_industry_1civ
				}
			}
			set_state_flag = SPR_nationalize_the_industry_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_nationalize_the_industry_1civ
				}
			}
			set_state_flag = SPR_nationalize_the_industry_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Name List
Component: AFA
Source: game
File: common/names/00_names.txt

Code:
AFA = {
	male = {
		names = {
			Camad Cate Kaamil Macammad Makki Mocammad Qali Qasso Mahfuz Lebna Umar Kandhafo Mahammad Aydahis Hanfadhe Yayyo Alimirah Hanfare Ali Mohamed Yahya Said
		}
		surnames = {
			ibn Kadhafo ibn Mahammad ibn Aydahis ibn Hanfadhe ibn Alimirah Macammad Mocammed Camad Qali Mahfuz Umar Kaamil Mira Wossen Tafari Zahir
		}
	}
	female = {
		names = {
			Faatuma Haawa Mayram Saami
		}
		surnames = {
			bint Kadhafo bint Mahammad bint Aydahis bint Hanfadhe bint Alimirah Macammad Mocammed Camad Qali Mahfuz Umar Kaamil Mira Wossen Tafari Zahir
		}
	}
	callsigns = {
		Danakil Aussa Keyi Bahiri
	}
}
### Entity: Idea
Component: RAJ_indian_gurkhas
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_indian_gurkhas = {
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.02
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_bring_on_the_giant
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, check_variable, has_country_leader, is_subject_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_bring_on_the_giant
	icon = GFX_focus_USA_fleet_alp
	overlay = GFX_focus_election_overlay_red_3
	mutually_exclusive = {
		focus = AST_the_ultimate_overseas_duty AST_pleading_britain AST_inevitably_independent
	}
	relative_position_id = AST_until_the_tide_of_battle_swings
	x = 0
	y = 3
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			AND = {
				NOT = {
					has_completed_focus = AST_australia_first
				} {
					has_completed_focus = AST_against_war_and_fascism
				}
			}
		}
	}
	available = {
		custom_override_tooltip = {
			tooltip = {
				localization_key = AST_alp_win_count_trigger_tt
				COUNT = 3
			}
			check_variable = {
				var = AST_alp_election_win_count
				value = 3
				compare = greater_than_or_equals
			}
		}
		has_country_leader = {
			ruling_only = yes
			character = AST_john_curtin
		}
		NOT = {
			is_subject_of = ENG
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_war_is_coming_spirit = yes
		add_to_variable = {
			AST_war_is_coming_conversion_cost_civ_to_mil_factor = -0.15
			tooltip = conversion_cost_civ_to_mil_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_bring_on_the_giant_tt generic_skip_one_line_tt
		USA = {
			country_event = {
				id = AST_diplomatic_events.7
				days = 3
			}
		}
		PRC_USA_lend_lease_strategy = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: FRI_armee_d_indochine
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_armee_d_indochine = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		army_core_defence_factor = 0.1
	}
}
### Entity: Idea
Component: r56_CAN_arms_exports_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_arms_exports_idea = {
	name = r56_CAN_arms_exports_idea
	allowed = {
		always = no
	}
	picture = BEL_union_agreements
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.12
		lend_lease_tension = -0.5
	}
}
### Entity: Event
Component: men.27
Constructs: is_triggered_only, set_country_flag, unlock_national_focus
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.27
	title = men.27.t
	desc = men.27.d
	picture = GFX_report_event_r56_suiyuan
	is_triggered_only = yes
	option = {
		name = men.27.a
		set_country_flag = MEN_suiyuan_ended
		army_experience = 15
		effect_tooltip = {
			unlock_national_focus = MEN_rebuilding_the_disaster_of_suiyan
		}
	}
}
### Entity: Country History
Country: SWA
Component: SWA_characters
Constructs: recruit_character
Source: game
File: history/countries/SWA - Swaziland.txt

Code:
# Leaders & Characters for SWA
recruit_character = SWA_sobhuza_ii
### Entity: Event
Component: MUN_slovakia_little_war.4
Constructs: is_triggered_only, ai_chance, add_mastery, add_doctrine_cost_reduction
Source: game
File: events/MUN_Slovakia.txt

Code:
country_event = {
	id = MUN_slovakia_little_war.4
	title = MUN_slovakia_little_war.4.t
	desc = MUN_slovakia_little_war.4.d
	picture = GFX_report_event_hungary_gains_transylvania
	is_triggered_only = yes
	option = {
		name = MUN_slovakia_little_war.4.a
		ai_chance = {
			factor = 1
		}
		army_experience = 5
		add_mastery = {
			amount = 5
			folder = land
		}
		add_doctrine_cost_reduction = {
			name = MUN_slovakia_little_war.3.t
			cost_reduction = 0.1
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Country Tag
Component: KCG
Constructs: has_completed_focus, has_government
Source: game
File: common/country_tag_aliases/r56_china_and_co_aliases.txt

Code:
KCG = {
	targets = {
		SHX XSM SIK KHM YUN GXC CHI SIC XIC GDC HBC SND
	}
	OR = {
		has_completed_focus = KMT_the_young_guard
		AND = {
			has_completed_focus = CHI_prepare_for_the_second_northern_expedition
			NOT = {
				CHI = {
					has_completed_focus = KMT_the_young_guard
				}
			}
		}
	} {
		has_government = democratic communism
		has_completed_focus = KMT_the_young_guard
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_fuel_silos_STRATEGIES
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_fuel_silos_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_build_fuel_silos_STRATEGIES = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					tag = JAP
					check_variable = {
						max_fuel_k = < 2000
					} {
						EAI_PC_built_type_PC_SILO_num = < 15
					}
					num_of_civilian_factories = > 50
				} {
					tag = ENG
					check_variable = {
						max_fuel_k = < 2500
					} {
						EAI_PC_built_type_PC_SILO_num = < 20
					}
					num_of_civilian_factories = > 50
				}
			}
		}
		set_temp_variable = {
			EAI_PC_build_fuel_silos_STRATEGIES = 1
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_restaff_the_army_command
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, create_corps_commander
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_restaff_the_army_command
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = GRE_begin_internal_reforms
	}
	x = 0
	y = 3
	relative_position_id = GRE_aftermath_of_the_victory_of_the_people
	cost = 15
	ai_will_do = {
		factor = 90
	}
	completion_reward = {
		custom_effect_tooltip = GRE_restaff_the_army_command_tt
		IF = {
			limit = {
				has_country_flag = GRE_klaras_recruited
			}
			country_event = {
				id = greece.64
			}
			add_ideas = GRE_restaffed_army
			custom_effect_tooltip = available_military_high_command available_chief_of_army available_theorist
			show_ideas_tooltip = GRE_markos_vafiadis GRE_manolis_mantakas GRE_neokosmos_grigoriadis
			create_corps_commander = {
				name = Manolis Mantakas
				portrait_path = gfx/leaders/GRE/Portrait_GRE_Manolis_Mantakas.dds
				traits = {
					infantry_leader inflexible_strategist JAP_communist_sympathizer
				}
				skill = 2
				attack_skill = 1
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				name = Evripidis Bakirtzis
				portrait_path = gfx/leaders/GRE/r56_portrait_GRE_evripidis_bakirtzis.tga
				traits = {
					hill_fighter JAP_communist_sympathizer
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
			} {
				name = Neokosmos Grigoriadis
				portrait_path = gfx/leaders/GRE/r56_portrait_GRE_neokosmos_grigoriadis.tga
				traits = {
					old_guard inflexible_strategist JAP_communist_sympathizer
				}
				skill = 1
				attack_skill = 1
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 1
			} {
				name = Theodoros Makridis
				portrait_path = gfx/leaders/GRE/r56_portrait_GRE_theodoros_makridis.dds
				traits = {
					brilliant_strategist trait_cautious organizer JAP_communist_sympathizer
				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 2
			}
		} {
			limit = {
				has_country_flag = GRE_klaras_dismissed
			}
			country_event = {
				id = greece.74
			}
			add_ideas = GRE_restaffed_army
			custom_effect_tooltip = available_military_high_command available_chief_of_army
			show_ideas_tooltip = GRE_markos_vafiadis GRE_manolis_mantakas
			create_corps_commander = {
				name = Manolis Mantakas
				portrait_path = gfx/leaders/GRE/Portrait_GRE_Manolis_Mantakas.dds
				traits = {
					inspirational_leader career_o
# ... (truncated)
### Entity: Character
Component: POL_Education_Indoctrination
Constructs: research_speed_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Education_Indoctrination = {
	sprite = 13
	random = no
	research_speed_factor = -0.03
	war_support_factor = 0.03
}
### Entity: Scripted Trigger
Component: has_soviet_tribute
Constructs: limit, has_soviet_tribute, has_idea
Source: game
File: common/scripted_triggers/WTT_scripted_triggers.txt

Code:
has_soviet_tribute = {
	if = {
		limit = {
			has_idea = PRC_soviet_tribute_1
		}
		has_idea = PRC_soviet_tribute_1
	} {
		limit = {
			has_idea = PRC_soviet_tribute_2
		}
		has_idea = PRC_soviet_tribute_2
	} {
		limit = {
			has_idea = PRC_soviet_tribute_3
		}
		has_idea = PRC_soviet_tribute_3
	} {
		limit = {
			has_idea = PRC_soviet_tribute_4
		}
		has_idea = PRC_soviet_tribute_4
	} {
		limit = {
			has_idea = PRC_soviet_tribute_5
		}
		has_idea = PRC_soviet_tribute_5
	} {
		limit = {
			has_idea = PRC_soviet_tribute_6
		}
		has_idea = PRC_soviet_tribute_6
	} {
		limit = {
			NOT = {
				has_idea = PRC_soviet_tribute_1 PRC_soviet_tribute_2 PRC_soviet_tribute_3 PRC_soviet_tribute_4 PRC_soviet_tribute_5 PRC_soviet_tribute_6
			}
		}
		has_idea = PRC_soviet_tribute_1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_industrialization_drive
Constructs: has_completed_focus, limit, completion_reward, has_game_rule, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_industrialization_drive
	icon = GFX_focus_generic_industry_1
	x = 29
	y = 0
	relative_position_id = SIA_the_khana_ratsadon
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_industrialization_drive_trigger
			has_completed_focus = SIA_the_khana_ratsadon
		}
	}
	offset = {
		x = 4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_phibuns_premiership
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: ITA_giovanni_messe
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_giovanni_messe = {
	name = ITA_giovanni_messe
	portraits = {
		army = {
			small = GFX_idea_giovanni_messe
			large = GFX_portrait_ITA_giovanni_messe
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = giovanni_messe
		ledger = army
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				OR = {
					NOT = {
						has_government = communism
					}
					has_completed_focus = ITA_common_ground
				}
			}
		}
		traits = {
			mobile_warfare_expert
		}
	}
	corps_commander = {
		traits = {
			armor_officer war_hero
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: Event
Component: KMT_event.35
Constructs: is_triggered_only, add_ideas, add_stability, unlock_national_focus, set_politics, add_popularity, set_party_name
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.35
	title = KMT_event.35.t
	desc = KMT_event.35.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = KMT_event.35.a
		kill_country_leader = yes
		add_stability = -0.1
		unlock_national_focus = KMT_the_results
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.25
		}
		add_ideas = KMT_tumultuous_democracy
		set_party_name = {
			ideology = communism
			long_name = Kuomintang Leftists
			name = KMT (L)
		} {
			ideology = democratic
			long_name = Kuomintang Leftists
			name = KMT (L)
		} {
			ideology = neutrality
			long_name = Kuomintang Rightists
			name = KMT (R)
		}
	}
}
### Entity: Event
Component: PER_communist_events.3
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.3
	title = PER_communist_events.3.t
	desc = PER_communist_events.3.desc
	picture = GFX_report_event_spr_anarchists2
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.3.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = PER_communist_events_3_tt
	}
}
### Entity: Character
Component: ARG_juan_peron
Constructs: has_government
Source: game
File: common/characters/ARG.txt

Code:
ARG_juan_peron = {
	portraits = {
		army = {
			large = GFX_portrait_ARG_juan_peron
			small = GFX_portrait_ARG_juan_peron_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = ARG_juan_peron
		ledger = army
		allowed = {
			original_tag = ARG
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			career_officer harsh_leader
		}
		skill = 3
		attack_skill = 4
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Character
Component: PRC_chang_qiankun
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_chang_qiankun = {
	name = PRC_chang_qiankun
	portraits = {
		army = {
			small = GFX_portrait_PRC_chang_qiankun_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = PRC_chang_qiankun
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
		available = {
			has_completed_focus = PRC_appoint_chang_qiankun
		}
	}
}
### Entity: Shared Focus
Component: GUAY_appease_the_generals
Constructs: shared_focus, prerequisite, limit, completion_reward, is_ai, has_army_manpower, check_variable, has_idea
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_appease_the_generals
	icon = GFX_focus_generic_military_mission
	x = 1
	y = 1
	relative_position_id = GUAY_coup_detat
	prerequisite = {
		focus = GUAY_coup_detat
	}
	cost = 10
	ai_will_do = {
		factor = 500
	}
	available = {
		if = {
			limit = {
				is_ai = no
			}
			has_army_manpower = {
				size = > 19999
			}
			custom_trigger_tooltip = {
				tooltip = GER_anschluss_eq_trigger_tt
				check_variable = {
					num_equipment_in_armies_k@infantry_equipment = > 2.5
				}
			}
		}
		else = {
			has_army_manpower = {
				size = > 9999
			}
		}
		OR = {
			has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
		} {
			has_idea = partial_economic_mobilisation war_economy tot_economic_mobilisation
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = GUAY_appease_the_generals_tt
		country_event = {
			id = JUNO_guay_events.1
			hours = 2
		}
	}
}
### Entity: Country History
Country: DAR
Component: DAR_misc
Constructs: limit, set_technology, set_research_slots, set_country_flag, has_dlc, load_oob
Source: game
File: history/countries/DAR - Darfur.txt

Code:
# Misc for DAR
capital = 887
set_research_slots = 2
set_country_flag = started_out_as_landlocked
if = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
	load_oob = camel_template
}
### Entity: Idea
Component: FIN_hidden_naval_bomber_production_ns_improved
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_naval_bomber_production_ns_improved = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Technology
Component: sp_naval_support_ships_pick_c
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	research_cost = 1
	start_year = 1940
	naval_general_support_factor = 0.25
	naval_general_support_value_factor = -0.15
	allow = {
		always = no
	}
}
### Entity: Idea
Component: HOL_bernhard_bad_strategy_meddling
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_bernhard_bad_strategy_meddling = {
	name = HOL_bernhard_strategy_meddling
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		planning_speed = -0.1
	}
}
### Entity: Modifier Reference
Component: idea_URG_ruralism_good_2
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
idea_URG_ruralism_good_2 = {
	remove_trigger = {
		URG = {
			has_capitulated = yes
		}
	}
	icon = GFX_modifiers_ETH_state_development
	local_building_slots_factor = 0.75
	local_manpower = 3
	local_resources_factor = 1
	state_production_speed_buildings_factor = 0.35
}
### Entity: Modifier Reference
Construct: naval_torpedo_screen_penetration_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_torpedo_screen_penetration_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Component: wuw_HUN_enlarge_the_ganz_danubius_division
Constructs: prerequisite, limit, completion_reward, is_coastal, cancel_if_invalid, has_dlc, add_mio_size, random_controlled_state
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_enlarge_the_ganz_danubius_division
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = wuw_HUN_expand_the_ganz_muvek
	} {
		focus = wuw_HUN_announce_the_gyor_program
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_expand_the_ganz_muvek
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					any_controlled_state = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = wuw_HUN_enlarge_the_ganz_danubius_division_tt
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_ganz_danubius_organization
			mio:HUN_ganz_danubius_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			random_controlled_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = HUN_ganz_danubius
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}