Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: air_wing_106
Source: game
File: history/units/YUG_1939_air_bba.txt

Code:
air_wings = {
	106 = {
		small_plane_airframe_1 = {
			owner = YUG
			creator = ENG
			amount = 40
			version_name = Hawker Hurricane
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, has_government, has_war_with, has_country_flag, add_stability, add_opinion_modifier
Source: game
File: common/decisions/GER.txt

Code:
political_actions = {
	GER_democratic_shield_send_support = {
		priority = 100
		icon = ger_military_buildup
		allowed = {
			original_tag = GER
		}
		visible = {
			has_completed_focus = GER_democratic_shield
			ROOT = {
				has_government = democratic
			}
		}
		fire_only_once = yes
		available = {
			has_completed_focus = GER_democratic_shield
			ROOT = {
				has_government = democratic
			}
		}
		target_trigger = {
			FROM = {
				has_government = democratic
				is_subject = no
				AND = {
					has_war = yes
					NOT = {
						has_war_with = ROOT
						ROOT = {
							any_allied_country = {
								has_war_with = FROM
							}
						} {
							is_justifying_wargoal_against = FROM
						} {
							has_wargoal_against = FROM
						}
						FROM = {
							is_justifying_wargoal_against = ROOT
						} {
							has_wargoal_against = ROOT
						}
					}
				}
			}
		}
		target_root_trigger = {
			original_tag = GER
			has_civil_war = no
			has_completed_focus = GER_democratic_shield
		}
		days_remove = 35
		days_re_enable = 365
		remove_effect = {
			effect_tooltip = {
				FROM = {
					add_equipment_to_stockpile = {
						type = infantry_equipment
						amount = 3000
						producer = ROOT
					} {
						type = support_equipment
						amount = 300
						producer = ROOT
					}
					add_opinion_modifier = {
						target = ROOT
						modifier = SOV_sent_us_weapons
					}
				}
			}
			hidden_effect = {
				FROM = {
					country_event = {
						id = wuw_GER_realpolitik.4
					}
				}
			}
		}
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			has_political_power = > 24
			command_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		complete_effect = {
			hidden_effect = {
				add_political_power = -25
				add_command_power = -25
			}
		}
		ai_will_do = {
			base = 50
		}
	}
	reinstate_wilhelm_iv_succession_rights = {
		allowed = {
			original_tag = GER
		}
		available = {

		}
		cost = 100
		fire_only_once = yes
		ai_will_do = {
			factor = 0
		}
		visible = {
			has_war = no
			has_government = neutrality
			has_country_flag = backed_down_netherlands_kaiser
		}
		complete_effect = {
			add_stability = -0.1
			add_popularity = {
				ideology = neutrality
				popularity = -0.05
			}
			custom_effect_tooltip = reinstate_wilhelm_iv_succession_rights_tt
			hidden_effect = {
				set_country_flag = reinstated_wilhelm_iv_succession_rights
			}
		}
	}
	modern
# ... (truncated)
### Entity: Scripted Effect
Component: FIN_bop_medium_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_medium_increase_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = 0.15
	}
}
### Entity: Character
Component: CHI_jade_marshal
Constructs: army_defence_factor, war_support_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_jade_marshal = {
	random = no
	sprite = 13
	army_attack_factor = 0.05
	army_defence_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Character
Component: BEL_jean_baptise_piron
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_jean_baptise_piron = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_jean_baptise_piron
		portraits = {
			army = {
				large = GFX_portrait_BEL_jean_baptiste_piron
				small = GFX_portrait_BEL_jean_baptiste_piron_small
			}
		}
		corps_commander = {
			visible = {
				NOT = {
					has_government = communism fascism neutrality
				}
				has_completed_focus = BEL_free_belgian_forces
			}
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_is_island_nation
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_is_island_nation = {
	OR = {
		original_tag = ENG JAP
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_demand_danish_referendum
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_demand_danish_referendum
	icon = GFX_goal_generic_deadly_treaty
	prerequisite = {
		focus = SWE_claim_the_danish_throne
	}
	mutually_exclusive = {
		focus = SWE_march_across_the_belts
	}
	relative_position_id = SWE_claim_the_danish_throne
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	available_if_capitulated = yes
	completion_reward = {
		DEN = {
			country_event = sweden_auth.1
		}
	}
}
### Entity: Order of Battle
Component: Training Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = Training Division
	location = 1047
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_mou_peinan
	}
}
### Entity: Event
Component: bftb_turkey.52
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_dlc, add_equipment_subsidy
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.52
	title = bftb_turkey.52.t
	desc = bftb_turkey.52.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = bftb_turkey.52.a
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_equipment_1
					amount = 75
					producer = ITA
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_tags = {
					ITA
				}
			}
		}
		else = {
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_1
					amount = 75
					producer = ITA
				}
			}
		}
	}
}
### Entity: Idea
Component: SPR_masters_of_our_own_fate
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_masters_of_our_own_fate = {
	picture = SPR_masters_of_our_own_fate
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPD
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: Character
Component: RAJ_GOE_prescott_bush
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_prescott_bush = {
	name = RAJ_GOE_prescott_bush
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_prescott_bush_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_prescott_bush
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_country_flag = RAJ_industrialists_joined_eic
		}
		traits = {
			banking_mogul
		}
	}
}
### Entity: National Focus
Component: bra_amigo_urss
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_amigo_urss
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = bra_inimigo_eua
	}
	mutually_exclusive = {
		focus = bra_amigo_alemanha
	} {
		focus = bra_sem_urss
	}
	relative_position_id = bra_inimigo_eua
	x = -1
	y = 1
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			communism = > 0.5
			has_government = communism
		} {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
				has_opinion = {
					target = ROOT
					value = > -11
				}
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > -11
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = {
					days = 1
					id = bra.7
				}
			} {
				add_opinion_modifier = {
					target = BRA
					modifier = bra_amigo_outro_modifier
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = bra_comercio_modifier
			} {
				target = SOV
				modifier = bra_amigo_modifier
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: BEL_belgian_resistance_state_dynamic_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_belgian_resistance_state_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_factory_worker_militias
	resistance_growth = BEL_belgian_resistance_resistance_growth
	resistance_damage_to_garrison = BEL_belgian_resistance_resistance_damage_to_garrison
	resistance_target = BEL_belgian_resistance_resistance_target
}
### Entity: Technology
Component: advanced_submarine
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		submarine_4
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 19
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = GER
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Character
Component: IRQ_guardian_of_independence
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_guardian_of_independence = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.1
	democratic_drift = 0.05
	stability_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Decision
Component: CHI_army_reform
Constructs: has_completed_focus, limit, remove_ideas, add_war_support, fire_only_once, has_army_experience, has_idea, remove_effect
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_army_reform = {
	CHI_army_reform = {
		icon = generic_prepare_civil_war
		available = {
			hidden_trigger = {
				has_army_experience = > 74
			} {
				OR = {
					has_completed_focus = CHI_army_reform CHI_sea_army_reform
				}
			}
			custom_trigger_tooltip = {
				tooltip = CHI_army_reform_tt
				OR = {
					has_completed_focus = CHI_army_reform CHI_sea_army_reform
				}
			}
		}
		custom_cost_trigger = {
			has_army_experience = > 74
		}
		custom_cost_text = decision_cost_ArmXP_75
		cost = 0
		ai_will_do = {
			base = 500
		}
		days_remove = 90
		visible = {
			OR = {
				has_idea = CHI_army_corruption_1 CHI_army_corruption_2 CHI_army_corruption_3
			}
		}
		remove_effect = {
			IF = {
				limit = {
					has_idea = CHI_army_corruption_1
				}
				swap_ideas = {
					remove_idea = CHI_army_corruption_1
					add_idea = CHI_army_corruption_2
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = CHI_army_corruption_2
				}
				swap_ideas = {
					remove_idea = CHI_army_corruption_2
					add_idea = CHI_army_corruption_3
				}
			} {
				limit = {
					has_idea = CHI_army_corruption_3
				}
				remove_ideas = CHI_army_corruption_3
			}
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -75
			}
		}
	}
	CHI_lessons_of_war = {
		icon = generic_army_support
		available = {
			hidden_trigger = {
				has_army_experience = > 199
			}
			has_idea = CHI_incompetent_officers
			if = {
				limit = {
					has_idea = CHI_army_corruption_1
				}
				NOT = {
					has_idea = CHI_army_corruption_1
				}
			} {
				limit = {
					has_idea = CHI_army_corruption_2
				}
				NOT = {
					has_idea = CHI_army_corruption_2
				}
			} {
				limit = {
					has_idea = CHI_army_corruption_3
				}
				NOT = {
					has_idea = CHI_army_corruption_3
				}
			} {
				limit = {
					NOT = {
						has_idea = CHI_army_corruption_1
					} {
						has_idea = CHI_army_corruption_2
					} {
						has_idea = CHI_army_corruption_3
					}
				}
				NOT = {
					has_idea = CHI_army_corruption_3
				}
			}
		}
		custom_cost_trigger = {
			has_army_experience = > 199
		}
		custom_cost_text = decision_cost_ArmXP_200
		cost = 0
		ai_will_do = {
			base = 100
		}
		fire_only_once = yes
		visible = {
			has_idea = CHI_incompetent_officers
			OR = {
				has_completed_focus = CHI_army_reform CHI_sea_army_reform
			}
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -20
# ... (truncated)
### Entity: Idea
Component: PHI_teachings_usa
Constructs: war_support_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/philipines.txt

Code:
PHI_teachings_usa = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		training_time_army_factor = -0.15
		experience_gain_army_factor = 0.1
		mobilization_speed = 0.05
		army_org_factor = -0.05
		war_support_factor = 0.05
	}
}
### Entity: Character
Component: SAU_gholam_wali
Source: game
File: common/characters/SAU.txt

Code:
SAU_gholam_wali = {
	advisor = {
		slot = air_chief
		idea_token = SAU_gholam_wali
		allowed = {
			original_tag = SAU
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Gholam Wali
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_center_stage_against_communism
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_center_stage_against_communism
	prerequisite = {
		focus = POR_radicalize_salazars_allies POR_one_revolution_to_end_them_all
	}
	icon = GFX_focus_spr_crush_the_revolution
	cost = 5
	x = 0
	y = 1
	relative_position_id = POR_one_revolution_to_end_them_all
	available = {
		NOT = {
			has_completed_focus = POR_march_on_lisbon
		}
	}
	completion_reward = {
		add_political_power = 45
		effect_tooltip = {
			unlock_decision_tooltip = POR_incite_fearmongering_FAS POR_antagonize_socialist_organizations
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56_afghanistan.6
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.6
	picture = GFX_report_event_stalin_02
	title = r56_afghanistan.6.t
	desc = r56_afghanistan.6.d
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.6.a
		add_opinion_modifier = {
			target = SOV
			modifier = large_decrease
		}
	}
}
### Entity: Unit Leader
Component: IRQ_golden_square_member
Source: game
File: common/unit_leader/00_traits.txt

Code:
IRQ_golden_square_member = {
	type = {
		land
	}
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_norwegian_engineering
Constructs: prerequisite, completion_reward, unlock_mio_policy_tooltip, add_mio_funds
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_norwegian_engineering
	icon = GFX_focus_DEN_no_regulations
	prerequisite = {
		focus = NOR_reawaken_the_permanent_revolution
	}
	x = 0
	y = 1
	relative_position_id = NOR_reawaken_the_permanent_revolution
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_mio_policy_tooltip = {
			policy = mio_policy_NOR_general_permanent_industrial_revolution
		}
		mio:NOR_thunes_mekaniske_verksted_organization = {
			add_mio_funds = 1000
		}
		mio:NOR_akers_mekaniske_verksted_organization = {
			add_mio_funds = 1000
		}
		mio:NOR_norsk_spraengstofindustri_organization = {
			add_mio_funds = 1000
		}
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.15
Constructs: is_triggered_only, give_resource_rights
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.15
	title = GOE_RAJ_loyalist.15.t
	desc = GOE_RAJ_loyalist.15.desc
	picture = GFX_report_event_FIN_petsamo_mine
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.15.a
		effect_tooltip = {
			give_resource_rights = {
				receiver = RAJ
				state = 288
				resources = {
					tungsten
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_sharia3b
Constructs: research_speed_factor, army_defence_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_sharia3b = {
	picture = tur_varlik_vergisi
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.075
		drift_defence_factor = 0.1
		political_power_factor = 0.1
		research_speed_factor = -0.1
		consumer_goods_factor = -0.025
		army_attack_factor = 0.075
		army_defence_factor = 0.075
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: idea_RAJ_flames_of_the_revolution
Constructs: stability_factor, industrial_capacity_factory, removal_cost, democratic_drift, neutrality_drift, fascism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_flames_of_the_revolution = {
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.05
		stability_factor = -0.05
		democratic_drift = 0.15
		neutrality_drift = 0.08
		fascism_drift = 0.08
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.271
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, build_railway, add_building_construction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.271
	title = NSB_soviet_foreign_politics_events.271.t
	desc = NSB_soviet_foreign_politics_events.271.desc
	picture = GFX_report_event_generic_train
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.271.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			build_railway = {
				path = {
					1459 10148 10366 12397 12340 12640 7706 12583 4224 1591 10547 10619 12529 7866 1783 10674 4709
				}
			}
			586 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 1591
					instant_build = yes
				}
			}
			custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sov
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_complied_with_our_demands
			}
		}
	}
}
### Entity: Character
Component: TZN_ncs
Source: game
File: common/characters/TZN.txt

Code:
TZN_ncs = {
	advisor = {
		slot = high_command
		idea_token = TZN_ncs
		ledger = navy
		allowed = {
			original_tag = TZN
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_widen_perspective_of_religion
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_widen_perspective_of_religion
	icon = GFX_goal_PER_religious_warfare
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = AFG_persecute_hazaras
	}
	cost = 5
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = AFG_ministry_for_propogation_of_virtue
	}
	relative_position_id = AFG_ministry_for_propogation_of_virtue
	completion_reward = {
		add_ideas = AFG_hazara_population_integrated
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: SIA_enact_nationalist_policies_r56_idea
Constructs: industrial_capacity_factory, has_country_leader, removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_enact_nationalist_policies_r56_idea = {
	name = SIA_towards_a_great_thai_empire_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_fascist_workers
	modifier = {
		fascism_drift = 0.04
		conscription_factor = 0.16
		non_core_manpower = 0.02
		weekly_casualties_war_support = 0.001
		political_power_factor = -0.1
		industrial_capacity_factory = 0.04
		industrial_capacity_dockyard = 0.04
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_armor_4
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_armor_4 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_MARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_MARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_chassis
		value = 4
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_second_italo-ethiopian_war
Constructs: completion_reward, has_global_flag, add_timed_idea, add_manpower
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_second_italo-ethiopian_war
	icon = GFX_focus_ETH_the_second_italo_ethiopian_war
	x = 32
	y = 0
	cost = 5
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_war_support_idea
			days = 180
		}
		add_manpower = 10000
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_tank_development
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_tank_development
	icon = GFX_focus_generic_tank_production
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_rapid_response_force
	}
	relative_position_id = SWE_rapid_response_force
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SWE_land_air_warfare_1
			add_idea = SWE_land_air_warfare_2
		}
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = armor
		}
	}
}
### Entity: Event
Component: BBA_italy_democratic_events.05
Constructs: is_triggered_only, limit, set_country_flag, every_controlled_state
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_democratic_events.05
	title = BBA_italy_democratic_events.05.t
	desc = BBA_italy_democratic_events.05.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ITA_country_is_aware_of_mafia_flag
		}
	}
	option = {
		name = BBA_italy_democratic_events.05.a
		custom_effect_tooltip = generic_states_affected_tt
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					ITA_state_has_any_version_of_mafia_rising_modifier = yes
				}
				ITA_add_correct_mafia_rising_modifier_version = yes
			}
		}
	}
}