Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ALB_hasan_begolli
Source: game
File: common/characters/ALB.txt

Code:
ALB_hasan_begolli = {
	advisor = {
		slot = navy_chief
		idea_token = ALB_hasan_begolli
		allowed = {
			original_tag = ALB
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hasan Begolli
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_1
		}
	}
}
### Entity: Scripted Effect
Component: BUL_add_improved_prussia_of_the_balkans_ns
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_add_improved_prussia_of_the_balkans_ns = {
	if = {
		limit = {
			has_idea = BUL_prussia_of_the_balkans_01
		}
		swap_ideas = {
			remove_idea = BUL_prussia_of_the_balkans_01
			add_idea = BUL_prussia_of_the_balkans_02
		}
	}
	else_if = {
		limit = {
			has_idea = BUL_prussia_of_the_balkans_02
		}
		swap_ideas = {
			remove_idea = BUL_prussia_of_the_balkans_02
			add_idea = BUL_prussia_of_the_balkans_03
		}
	} {
		limit = {
			has_idea = BUL_prussia_of_the_balkans_03
		}
		swap_ideas = {
			remove_idea = BUL_prussia_of_the_balkans_03
			add_idea = BUL_prussia_of_the_balkans_04
		}
	} {
		limit = {
			has_idea = BUL_prussia_of_the_balkans_weakened_01
		}
		swap_ideas = {
			remove_idea = BUL_prussia_of_the_balkans_weakened_01
			add_idea = BUL_prussia_of_the_balkans_01
		}
	} {
		limit = {
			has_idea = BUL_prussia_of_the_balkans_weakened_02
		}
		swap_ideas = {
			remove_idea = BUL_prussia_of_the_balkans_weakened_02
			add_idea = BUL_prussia_of_the_balkans_weakened_01
		}
	} {
		limit = {
			has_idea = BUL_prussia_of_the_balkans_weakened_03
		}
		swap_ideas = {
			remove_idea = BUL_prussia_of_the_balkans_weakened_03
			add_idea = BUL_prussia_of_the_balkans_02
		}
	}
}
### Entity: Event
Component: hon.64
Constructs: is_triggered_only, create_country_leader, set_party_name, add_popularity, set_politics
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.64
	title = hon.64.t
	desc = hon.64.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.64.a
		set_party_name = {
			ideology = neutrality
			long_name = House of Bourbon
			name = House of Bourbon
		} {
			ideology = neutrality
			long_name = SPR_neutrality_party_long
			name = SPR_neutrality_party
		}
		create_country_leader = {
			name = Juan I
			picture = gfx/leaders/HON/r56_portrait_HON_Hon_Juan.dds
			expire = 1965.1.1
			ideology = absolute_monarchism
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.6
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		puppet = HON
		country_event = {
			days = 1
			id = hon.65
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_clean_the_cities
Constructs: prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_clean_the_cities
	icon = GFX_goal_generic_freedom
	prerequisite = {
		focus = MEN_the_revival_of_the_spirit
	} {
		focus = MEN_promote_confucian_principles
	}
	x = -1
	y = 1
	available = {
		NOT = {
			has_government = communism
		}
	}
	relative_position_id = MEN_the_revival_of_the_spirit
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MEN_the_new_life_movement_2
			add_idea = MEN_the_new_life_movement_3
		}
	}
}
### Entity: Idea
Component: SIK_soviet_military_cooperation
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_soviet_military_cooperation = {
	allowed = {
		always = no
	}
	picture = saf_soviet_advisers
	removal_cost = -1
	cancel = {
		has_war_with = SOV
	}
	modifier = {
		experience_gain_army = 0.05
		army_org_factor = 0.05
		supply_consumption_factor = -0.02
		custom_modifier_tooltip = SIK_if_war_with_sov_this_disappears_tt
	}
	targeted_modifier = {
		tag = KHM
		attack_bonus_against = 0.1
	}
}
### Entity: Event
Component: bftb_greece.209
Constructs: is_triggered_only, add_stability, set_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.209
	title = bftb_greece.209.t
	desc = bftb_greece.209.desc
	picture = GFX_report_event_gre_militaristic_march
	is_triggered_only = yes
	option = {
		name = bftb_greece.209.a
		custom_effect_tooltip = megali_idea_honoured_greece_tt
		add_stability = 0.15
		hidden_effect = {
			set_variable = {
				var = GRE_fascist_loyalty
				value = -2
			}
			GRE_political_instability_update_effect = yes
		}
	}
}
### Entity: Character
Component: KUR_ar
Source: game
File: common/characters/KUR.txt

Code:
KUR_ar = {
	advisor = {
		slot = high_command
		idea_token = KUR_ar
		ledger = army
		allowed = {
			original_tag = KUR
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: ETH_no_longer_alone
Constructs: limit, remove_ideas, has_idea, has_dlc
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_no_longer_alone = {
	IF = {
		limit = {
			OR = {
				has_idea = ETH_on_our_own_idea_aat ETH_on_our_own_idea
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			remove_ideas = ETH_on_our_own_idea_aat
		}
		else = {
			remove_ideas = ETH_on_our_own_idea
		}
	}
}
### Entity: Character
Component: TUR_ahmet_fevzi_pasha
Constructs: has_country_flag
Source: game
File: common/characters/TUR.txt

Code:
TUR_ahmet_fevzi_pasha = {
	name = TUR_ahmet_fevzi_pasha
	portraits = {
		army = {
			large = GFX_portrait_tur_ahmet_fevzi_pasha
			small = GFX_portrait_TUR_ahmet_fevzi_pasha_small
		}
	}
	corps_commander = {
		traits = {
			war_hero trait_cautious trait_mountaineer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		visible = {
			has_country_flag = TUR_PROVISIONARY_flag
		}
	}
}
### Entity: Character
Component: ECU_luis_cabrera_sevilla
Source: game
File: common/characters/ECU.txt

Code:
ECU_luis_cabrera_sevilla = {
	advisor = {
		slot = army_chief
		idea_token = ECU_luis_cabrera_sevilla
		allowed = {
			original_tag = ECU
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Luis Cabrera Sevilla
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Balance of Power
Component: ROM_percentage_power_balance
Constructs: stability_factor, limit, communism_drift, has_country_leader, democratic_drift
Source: game
File: common/bop/ROM.txt

Code:
ROM_percentage_power_balance = {
	initial_value = -0.3
	left_side = ROM_peoples_republic_balance
	right_side = ROM_mikaels_government
	decision_category = ROM_percentage_power_balance_category
	range = {
		id = ROM_balance_range
		min = -0.1
		max = 0.1
		modifier = {

		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = ROM_peoples_republic_balance
		icon = GFX_bop_GENERIC_hammer_and_sickle_control
		range = {
			id = ROM_growing_communist_influence
			min = -0.5
			max = -0.05
			modifier = {
				stability_factor = -0.05
				political_power_factor = -0.03
				political_advisor_cost_factor = 0.1
				trade_laws_cost_factor = 0.1
				economy_cost_factor = 0.1
				communism_drift = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = ROM_anti_soviet_purges
			min = -0.9
			max = -0.5
			modifier = {
				stability_factor = -0.1
				political_power_factor = -0.1
				political_advisor_cost_factor = 0.15
				trade_laws_cost_factor = 0.15
				economy_cost_factor = 0.15
				communism_drift = 0.15
			}
			on_activate = {
				if = {
					limit = {
						has_country_leader = {
							character = GER_kurt_von_hammerstein_equord
							ruling_only = yes
						}
					}
					hidden_effect = {
						country_event = {
							id = r56.ger.38
						}
					}
				}
				effect_tooltip = {
					country_event = {
						id = r56.ger.38
					}
				}
			}
			on_deactivate = {

			}
		} {
			id = ROM_soviet_total_control
			min = -1
			max = -0.9
			modifier = {

			}
			on_activate = {

			}
			on_deactivate = {

			}
		}
	} {
		id = ROM_mikaels_government
		icon = GFX_bop_GENERIC_crown
		range = {
			id = ROM_secure_democratic_government
			min = 0.05
			max = 0.5
			modifier = {
				stability_factor = 0.03
				political_power_factor = 0.03
				political_advisor_cost_factor = -0.1
				trade_laws_cost_factor = -0.1
				economy_cost_factor = -0.1
				democratic_drift = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = ROM_stable_democratic_government
			min = 0.5
			max = 0.9
			modifier = {
				stability_factor = 0.1
				political_power_factor = 0.1
				political_advisor_cost_factor = -0.15
				trade_laws_cost_factor = -0.15
				economy_cost_factor = -0.15
				democratic_drift = 0.15
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = ROM_independence_proclamation
			min = 0.9
			max = 1
			modifier
# ... (truncated)
### Entity: Event
Component: BBA_italy_interaction_events.28
Constructs: is_triggered_only, ai_chance, every_country, add_war_support, add_stability, has_dino_grandi, give_guarantee
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.28
	title = BBA_italy_interaction_events.28.t
	desc = BBA_italy_interaction_events.28.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.28.a
		ai_chance = {
			base = 50
			modifier = {
				add = 15
				ITA = {
					has_dino_grandi = yes
				}
			}
		}
		add_war_support = 0.05
		add_stability = -0.15
		FRA = {
			give_guarantee = AUS
		}
		hidden_effect = {
			every_country = {
				news_event = {
					hours = 6
					id = BBA_italy_interaction_events_news.3
				}
			}
		}
	} {
		name = BBA_italy_interaction_events.28.b
		ai_chance = {
			base = 50
		}
		add_stability = 0.1
	}
}
### Entity: Idea
Component: VIN_minimal_socialist_bureaucracy
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

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

	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	modifier = {
		political_power_gain = 0.1
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Character
Component: TUR_hassan_saka
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_hassan_saka = {
	name = TUR_hassan_saka
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_hassan_saka
		allowed = {
			original_tag = TUR
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			ideological_crusader
		}
	}
}
### Entity: Event
Component: r56.news_event.49
Constructs: is_triggered_only, has_government
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.49
	title = r56.news_event.49.t
	desc = r56.news_event.49.desc
	picture = GFX_news_event_CSA_robert_lee_statue
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.49.a
		trigger = {
			original_tag = CSA
		}
	} {
		name = r56.news_event.49.b
		trigger = {
			tag = USA
		}
	} {
		name = r56.news_event.49.c
		trigger = {
			has_government = communism
		}
	} {
		name = r56.news_event.49.d
		trigger = {
			NOT = {
				tag = USA
			}
			or = {
				has_government = democratic neutrality
			}
		}
	}
}
### Entity: Event
Component: south_american_events.54
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.54
	title = south_american_events.54.t
	desc = south_american_events.54.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.54.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.05
		add_stability = 0.03
	}
}
### Entity: Technology
Component: advanced_naval_mines
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2
	start_year = 1940
	path = {
		leads_to_tech = airdrop_mines
		research_cost_coeff = 1
	} {
		leads_to_tech = airdrop_mines_bba
		research_cost_coeff = 1
	} {
		leads_to_tech = airsweep_mines_bba
		research_cost_coeff = 1
	} {
		leads_to_tech = airsweep_mines
		research_cost_coeff = 1
	}
	naval_mines_damage_factor = 0.3
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 13
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = USA ENG
			}
			factor = 5
		}
	}
	categories = {
		naval_mines naval_minelaying naval_equipment mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: CZE.329
Constructs: is_triggered_only, add_opinion_modifier, set_rule, create_faction_from_template
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.329
	title = CZE.329.t
	desc = CZE.329.d
	picture = GFX_CZKE_little_entente_history_report
	is_triggered_only = yes
	option = {
		name = CZE.329.a
		hidden_effect = {
			news_event = {
				hours = 6
				id = CZE.330
			}
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_the_little_entente
			name = little_entente
		}
		add_opinion_modifier = {
			target = ROM
			modifier = CZE_little_entente_alliance
		} {
			target = YUG
			modifier = CZE_little_entente_alliance
		}
		ROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_little_entente_alliance
			}
		}
		YUG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_little_entente_alliance
			}
		}
		HUN = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_little_entente_alliance_negative
			}
		}
	}
}
### Entity: Unit Leader
Component: air_controller
Constructs: gain_xp, has_carrier_airwings_on_mission, has_carrier_airwings_in_own_combat, sortie_efficiency
Source: game
File: common/unit_leader/00_traits.txt

Code:
air_controller = {
	type = navy
	gain_xp = {
		OR = {
			has_carrier_airwings_on_mission = yes
			has_carrier_airwings_in_own_combat = yes
		}
	}
	cost = 500
	modifier = {
		navy_carrier_air_targetting_factor = 0.1
		sortie_efficiency = 0.1
	}
	ai_will_do = {
		factor = 1
	}
	gui_row = 8
	gui_column = 0
}
### Entity: Event
Component: mongol.52
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.52
	title = mongol.52.t
	desc = mongol.52.d
	picture = GFX_report_event_dalai_lama_family
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 90
		}
		name = mongol.52.a
		set_country_flag = mon_purged_lamas_flag
		custom_effect_tooltip = mongol.50_tt
		show_ideas_tooltip = Mon_lamas_purged
	} {
		ai_chance = {
			base = 10
		}
		name = mongol.52.b
		add_political_power = -100
		MON_soviet_high_influence_decrease_effect = yes
	}
}
### Entity: Event
Component: PER_imperial_events.211
Constructs: is_triggered_only, limit, owns_state, every_state, is_owned_by
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.211
	title = PER_imperial_events.211.t
	desc = PER_imperial_events.211.desc
	picture = GFX_report_event_tur_politician_march
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.211.a
		IF = {
			limit = {
				FROM = {
					OR = {
						owns_state = 415 1009 1011 676
					}
				}
			}
			every_state = {
				limit = {
					is_owned_by = FROM
					OR = {
						state = 415 1009 1011 676
					}
				}
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Character
Component: CMR_nccr
Source: game
File: common/characters/CMR.txt

Code:
CMR_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = CMR_nccr
		allowed = {
			original_tag = CMR
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation_AUS
Source: game
File: common/ai_focuses/AUS.txt

Code:
ai_focus_aviation_AUS = {
	research = {
		air_doctrine = 50.0
		light_air = 3.0
		light_fighter = 3.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 3.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10.0
	}
}
### Entity: Idea
Component: smoke_and_fire_spirit
Constructs: has_doctrine, breakthrough_factor, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
smoke_and_fire_spirit = {
	ledger = army
	available = {
		has_doctrine = superior_firepower
	}
	modifier = {
		tactic_barrage_preferred_weight_factor = 1
		breakthrough_factor = 0.06
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = assault_infantry flying_batteries mobile_recon_and_assault rapid_domination
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_aviation_infrastructure
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, random_select_amount
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_aviation_infrastructure
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = PRC_pilot_training
	}
	x = 1
	y = 1
	relative_position_id = PRC_pilot_training
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = bba_early_transport_plane iw_small_airframe iw_medium_airframe iw_large_airframe
			}
		}
		else = {
			OR = {
				has_tech = early_fighter early_bomber early_transport_plane
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				air_base = < 1
			}
			random_select_amount = 3
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = PRC_aviation_infrastructure
			bonus = 0.25
			uses = 2
			category = radar_tech
		}
	}
}
### Entity: Character
Component: BRA_euclides_zenobio_da_costa
Source: game
File: common/characters/BRA.txt

Code:
BRA_euclides_zenobio_da_costa = {
	name = BRA_euclides_zenobio_da_costa
	portraits = {
		army = {
			large = GFX_portrait_BRA_euclides_zenobio_da_costa
			small = GFX_portrait_BRA_euclides_zenobio_da_costa_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: r56_CAN_divided_communists
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_divided_communists = {
	name = r56_CAN_divided_communists
	allowed = {
		always = no
	}
	picture = generic_disjointed_gov
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_global_flag
Source: game
File: common/scripted_localisation/EAI_difficulty_config_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetFreeAIConvoysSetting
	text = {
		trigger = {
			has_global_flag = EAI_free_convoys
		}
		localization_key = GFX_EAI_checkbox_on
	} {
		trigger = {
			NOT = {
				has_global_flag = EAI_free_convoys
			}
		}
		localization_key = GFX_EAI_checkbox_off
	}
}
### Entity: Achievement
Component: czechoslovaustrohungarian_union
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, is_subject_of, has_idea
Source: game
File: common/achievements.txt

Code:
czechoslovaustrohungarian_union = {
	id = 274
	possible = {
		tag = CZE
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = Peace For Our Time
	}
	happened = {
		has_completed_focus = CZE_balkan_union
		HUN = {
			is_subject_of = ROOT
			has_idea = CZE_integration_efforts_communism
		}
		AUS = {
			is_subject_of = ROOT
			has_idea = CZE_integration_efforts_communism
		}
	}
}
### Entity: Idea
Component: AUS_widespread_unemployment
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_widespread_unemployment = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_disjointed_gov
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_marcos_jimenez
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_marcos_jimenez
	icon = GFX_goal_marcos_jimenez
	x = 17
	y = 1
	relative_position_id = VEN_1935_elections
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_flag = VEN_jimenez
	}
	prerequisite = {
		focus = VEN_1935_elections
	}
	mutually_exclusive = {
		focus = VEN_eleazar_contreras VEN_isaias_angarita VEN_new_republic
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.20
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_joint_tank_development
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_joint_tank_development
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CHI_hire_soviet_designer
	}
	x = 2
	y = 3
	relative_position_id = CHI_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		}
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			add_to_tech_sharing_group = CHI_joint_tank_development
		}
		add_to_tech_sharing_group = CHI_joint_tank_development
	}
}
### Entity: State History
Component: 1008
Constructs: add_core_of
Source: game
File: history/states/1008-Qandahar.txt

Code:
state = {
	id = 1008
	name = STATE_1008
	manpower = 562330
	state_category = rural
	provinces = {
		4949 5020 5064 8090 10789
	}
	history = {
		owner = AFG
		buildings = {
			infrastructure = 1
		}
		add_core_of = AFG
		victory_points = {
			5064 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}