Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: ITA_balance_of_power_category
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, has_government, has_war_with, has_country_flag, add_stability
Source: game
File: common/decisions/ITA.txt

Code:
ITA_balance_of_power_category = {
	DEBUG_deactivate_BOP = {
		priority = 91
		visible = {
			is_debug = yes
		}
		complete_effect = {
			remove_power_balance = {
				id = ITA_power_balance
			}
		}
	}
	DEBUG_bop_make_decisions_faster_and_free = {
		priority = 90
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = ITA_debug_bop_decisions_faster_and_free_flag
			}
		}
		complete_effect = {
			set_country_flag = ITA_debug_bop_decisions_faster_and_free_flag
			set_variable = {
				ITA_bop_take_over_ministry_cost = 0
			} {
				ITA_bop_resign_ministry_cost = 0
			}
		}
	}
	DEBUG_bop_make_decisions_go_back_to_normal = {
		priority = 90
		visible = {
			is_debug = yes
			has_country_flag = ITA_debug_bop_decisions_faster_and_free_flag
		}
		complete_effect = {
			clr_country_flag = ITA_debug_bop_decisions_faster_and_free_flag
			set_variable = {
				ITA_bop_take_over_ministry_cost = 50
			} {
				ITA_bop_resign_ministry_cost = 15
			}
		}
	}
	DEBUG_bop_absurdly_high_increase_value = {
		priority = 20
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_absurdly_high_increase_effect = yes
		}
	}
	DEBUG_bop_high_increase_value = {
		priority = 19
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_high_increase_effect = yes
		}
	}
	DEBUG_bop_medium_increase_value = {
		priority = 18
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_medium_increase_effect = yes
		}
	}
	DEBUG_bop_low_increase_value = {
		priority = 17
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_low_increase_effect = yes
		}
	}
	DEBUG_bop_very_low_increase_value = {
		priority = 16
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_very_low_increase_effect = yes
		}
	}
	DEBUG_bop_absurdly_high_decrease_value = {
		priority = 15
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_absurdly_high_decrease_effect = yes
		}
	}
	DEBUG_bop_high_decrease_value = {
		priority = 14
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_high_decrease_effect = yes
		}
	}
	DEBUG_bop_medium_decrease_value = {
		priority = 13
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_medium_decrease_effect = yes
		}
	}
	DEBUG_bop_low_decrease_value = {
		priority = 12
		visible = {
			is_debug = yes
		}
		complete_effect = {
			ITA_bop_low_decrease_effect = yes
		}
	}
	DEB
# ... (truncated)
### Entity: Character
Component: NOR_conciliatory_socialist
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_conciliatory_socialist = {
	random = no
	sprite = 13
	stability_factor = 0.1
	communism_drift = 0.01
}
### Entity: Event
Component: AAT_Sweden_nationalists.5
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.5
	title = AAT_Sweden_nationalists.5.t
	desc = AAT_Sweden_nationalists.5.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.5.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.07
		add_popularity = {
			ideology = fascism
			popularity = 0.03
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_urbanisation
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_urbanisation
	icon = GFX_forced_urbanization
	relative_position_id = LIT_collectivisation
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_collectivisation
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = LIT_forced_urbanisation
			days = 1825
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_fascist_constitution
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_country_flag, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_fascist_constitution
	icon = GFX_goal_generic_forceful_treaty
	relative_position_id = CHL_consolidate_the_government
	x = 10
	y = 2
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	prerequisite = {
		focus = CHL_ban_communism CHL_the_leader
	}
	ai_will_do = {
		factor = 45
	}
	available = {
		fascism = > 0.35
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_ideas = r56_CHL_fascist_constitution
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: naval_manufacturer
Source: game
File: common/country_leader/00_traits.txt

Code:
naval_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AFG_sardar_shah_wali_khan
Constructs: has_dlc
Source: game
File: common/characters/AFG.txt

Code:
AFG_sardar_shah_wali_khan = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = AFG_sardar_shah_wali_khan
		portraits = {
			army = {
				large = GFX_portrait_Sardar_Shah_Wali_Khan
				small = GFX_portrait_AFG_sardar_shah_wali_khan_small
			}
		}
		corps_commander = {
			traits = {
				desert_fox
			}
			skill = 4
			attack_skill = 5
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = AFG_sardar_shah_wali_khan
		portraits = {
			army = {
				large = GFX_portrait_AFG_sardar_shah_wali_khan
				small = GFX_portrait_AFG_sardar_shah_wali_khan_small
			}
		}
		corps_commander = {
			traits = {
				desert_fox
			}
			skill = 4
			attack_skill = 5
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: BBA_african_union_events.20
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.20
	title = BBA_african_union_events.20.t
	desc = BBA_african_union_events.20.desc
	is_triggered_only = yes
	picture = GFX_report_event_soldiers_marching
	option = {
		name = BBA_african_union_events.20.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_preparing_the_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_preparing_the_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = AUS_osterreichische_luftstreitkrafte
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = AUS_osterreichische_luftstreitkrafte
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				4
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: NSB_poland_events.302
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.302
	title = NSB_poland_events.302.t
	desc = NSB_poland_events.302.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.302.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
		}
	}
}
### Entity: State History
Component: 596
Constructs: add_core_of, set_province_controller
Source: game
File: history/states/596-Zhejiang.txt

Code:
state = {
	id = 596
	name = STATE_596
	manpower = 21230700
	state_category = town
	history = {
		owner = CHI
		add_core_of = CHI PRC
		victory_points = {
			9974 1
		} {
			7191 1
		} {
			1055 1
		} {
			7174 1
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			7191 = {
				naval_base = 1
				coastal_bunker = 1
				bunker = 1
			}
			9974 = {
				naval_base = 3
				coastal_bunker = 1
				bunker = 1
			}
			1055 = {
				naval_base = 3
				coastal_bunker = 1
				bunker = 1
			}
		}
		1938.10.25 = {
			JAP = {
				set_province_controller = 1055 1096 4042 7058 7191 9974 10014 10101 11991
			}
		}
	}
	provinces = {
		1055 1096 1168 1195 4013 4042 4099 7058 7086 7146 7174 7191 9944 9972 9974 10014 10058 10086 10101 11920 11947 11991 12059
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_arab_industrial_revolution
Constructs: completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_arab_industrial_revolution
	icon = GFX_goal_generic_construction
	x = 3
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_arab_industrial_revolution
			bonus = 1
			uses = 2
			category = industry construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_oust_socialists
Constructs: has_completed_focus, prerequisite, completion_reward, check_variable, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_oust_socialists
	icon = GFX_goal_generic_death_of_bolshevism
	cost = 8
	x = -1
	y = 1
	relative_position_id = LUX_demonstrate_our_will
	prerequisite = {
		focus = LUX_demonstrate_our_will
	}
	mutually_exclusive = {
		focus = LUX_commemorate_independence
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = LUX_oust_socialists_trigger_tt
			check_variable = {
				num_of_LSAP_ministers = 0
			} {
				num_of_KPL_ministers = 0
			}
		}
		NOT = {
			has_completed_focus = LUX_socialist_victory
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_polarized_society
			add_idea = r56_LUX_union_against_extremism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_emphasise_naval_blockades
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_emphasise_naval_blockades
	icon = GFX_goal_generic_trade_interdiction
	prerequisite = {
		focus = MON_sea_raiders
	}
	x = 0
	y = 1
	relative_position_id = MON_sea_raiders
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = MON_emphasise_naval_blockades
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		swap_ideas = {
			remove_idea = MON_sea_raiders_idea
			add_idea = MON_sea_raiders_better_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Technology
Component: super_heavy_art
Constructs: enable_equipments, enable_subunits, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		super_heavy_tank_artillery_equipment_1
	}
	enable_subunits = {
		super_heavy_sp_artillery_brigade
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		factor = 0
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_special_forces_option_2_continuation
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, add_to_variable, has_dlc, has_tech
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_special_forces_option_2_continuation
	icon = GFX_goal_generic_occupy_states_coastal
	relative_position_id = SMB_special_forces_option_2
	prerequisite = {
		focus = SMB_special_forces_option_2
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_extra_marine_supply_grace = 48
				tooltip = extra_marine_supply_grace_tt
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			IF = {
				limit = {
					NOT = {
						has_tech = mtg_transport
					}
				}
				set_technology = {
					mtg_transport = 1
				}
			} {
				limit = {
					NOT = {
						has_tech = amphibious_tank
					}
				}
				set_technology = {
					amphibious_tank = 1
				}
			}
			ELSE_IF = {
				limit = {
					NOT = {
						has_tech = mtg_landing_craft
					}
				}
				set_technology = {
					mtg_landing_craft = 1
				}
			} {
				limit = {
					NOT = {
						has_tech = mtg_tank_landing_craft
					}
				}
				set_technology = {
					mtg_tank_landing_craft = 1
				}
			} {
				limit = {
					NOT = {
						has_tech = amphibious_drive
					}
				}
				set_technology = {
					amphibious_drive = 1
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_extra_marine_supply_grace = 48
				tooltip = extra_marine_supply_grace_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_extra_marine_supply_grace = 48
				tooltip = extra_marine_supply_grace_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_extra_marine_supply_grace = 48
				tooltip = extra_marine_supply_grace_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_extra_marine_supply_grace = 48
				tooltip = extra_marine_supply_grace_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_m
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_a_grand_armada
Constructs: prerequisite, add_ideas, completion_reward, is_controlled_by, is_coastal
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_a_grand_armada
	icon = GFX_focus_generic_navy_battleship2
	relative_position_id = CHL_the_straight_line
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_the_straight_line
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 50
		add_ideas = CHL_the_grand_chilean_armada
	}
}
### Entity: Modding Documentation
Construct: num_of_controlled_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_controlled_states
* description: check amount of controlled stats
* (Auto generated using the trigger with same name)
### Entity: Event
Component: BBA_switzerland.18
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.18
	title = BBA_switzerland.18.t
	desc = BBA_switzerland.18.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.18.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Scripted Effect
Component: NOR_rikstanken_creation_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, set_technology, has_dlc, has_tech, set_country_flag, create_equipment_variant
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_rikstanken_creation_effect = {
	hidden_effect = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					NOT = {
						has_tech = basic_light_tank_chassis
					}
				}
				set_technology = {
					gwtank_chassis = 1
					popup = yes
				} {
					basic_light_tank_chassis = 1
					popup = no
				}
				set_country_flag = NOR_added_basic_tank_tech
			}
			set_technology = {
				NOR_rikstanken_tech = 1
				popup = no
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_tech = basic_light_tank
					}
				}
				set_technology = {
					gwtank = 1
					popup = yes
				} {
					basic_light_tank = 1
					popup = no
				}
				set_country_flag = NOR_added_basic_tank_tech
			}
		}
	} {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_1
				amount = 1
				producer = NOR
				variant_name = Landsverk 'Rikstanken' L-120
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 1
				producer = NOR
			}
		}
	}
	create_equipment_variant = {
		name = Landsverk 'Rikstanken' L-120
		type = light_tank_chassis_1
		parent_version = 0
		allow_without_tech = yes
		icon = GFX_NOR_basic_light_tank_medium
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = NOR_rikstanken_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = NOR_tank_rikstanken_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {

		}
		obsolete = no
	}
	effect_tooltip = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_1
				amount = 1
				producer = var:NOR.NOR_nordic_tank_seller
				variant_name = Landsverk 'Rikstanken' L-120
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 1
				producer = var:NOR.NOR_nordic_tank_seller
			}
		}
	}
	if = {
		limit = {
			has_country_flag = NOR_added_basic_tank_tech
		}
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					basic_light_tank_chassis = 0
					popup = no
				}
			}
			else = {
				set_technology = {
					basic_light_tank = 0
					popup = no
				}
			}
		}
		clr_country_flag = NOR_added_basic_tank_tech
	}
	add_tech_bonus = {
		name = AAT_rikstanken_program_tech_bonus
		bonus = 0.75
	
# ... (truncated)
### Entity: Event
Component: LAT_event.1
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, set_country_flag, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: events/LAT_events.txt

Code:
country_event = {
	id = LAT_event.1
	title = LAT_event.1.t
	desc = LAT_event.1.desc
	picture = GFX_report_event_collaboration_dinner
	is_triggered_only = yes
	option = {
		name = LAT_event.1.a
		trigger = {
			NOT = {
				has_country_flag = ask_attache_about_firearms
			}
		}
		set_country_flag = ask_attache_about_firearms
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.3
			uses = 1
			category = infantry_weapons
		}
	} {
		name = LAT_event.1.b
		trigger = {
			NOT = {
				has_country_flag = ask_attache_about_artillery
			}
		}
		set_country_flag = ask_attache_about_artillery
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.3
			uses = 1
			category = artillery
		}
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = LAT_foreign_artillery_manufacturers
	} {
		name = LAT_event.1.c
		trigger = {
			NOT = {
				has_country_flag = ask_attache_about_land_doctrines
			}
		}
		set_country_flag = ask_attache_about_land_doctrines
		if = {
			limit = {
				NOT = {
					has_completed_focus = LAT_foreign_submarine_contract LAT_foreign_destroyer_contract
				}
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.3
				uses = 1
				category = land_doctrine
			}
			else = {
				country_event = {
					id = LAT_event.2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_expand_the_civilian_fleet
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_expand_the_civilian_fleet
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = ICE_reykjavik_dockyards
	}
	x = 0
	y = 1
	relative_position_id = ICE_reykjavik_dockyards
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
			producer = ICE
		}
		add_ideas = ICE_civilian_fleet
	}
}
### Entity: AI Strategy
Component: default_train
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_train = {
	enable = {
		num_of_military_factories = > 6
		is_major = yes
	} {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = train
		value = 1
	}
}
### Entity: Event
Component: venezuela.24
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_stability, fire_only_once, add_political_power, create_wargoal
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.24
	picture = GFX_report_event_france_parade
	title = venezuela.24.t
	desc = venezuela.24.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.24.a
		ai_chance = {
			base = 0
			modifier = {
				has_government = fascism neutrality
				add = 20
			} {
				has_war = yes
				add = -20
			}
		}
		add_stability = -0.05
		create_wargoal = {
			type = take_state_focus
			target = VEN
			expire = 0
			generator = {
				691
			}
		}
	} {
		name = venezuela.24.b
		ai_chance = {
			base = 10
		}
		add_political_power = -20
	}
}
### Entity: Order of Battle
Component: 3. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 3. Kuva-yi Milliye Tugayi
	location = 11811
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: National Focus
Tree: ast_focus
Component: AST_battle_of_the_ocean
Constructs: prerequisite, completion_reward, add_claim_by
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_battle_of_the_ocean
	icon = GFX_focus_PHI_war_for_the_oceans
	prerequisite = {
		focus = AST_stretch_the_fleet
	}
	relative_position_id = AST_stretch_the_fleet
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_gain_claims_on_japan_tt
		hidden_effect = {
			for_each_scope_loop = {
				array = JAP.core_states_at_game_start
				add_claim_by = PREV
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}