Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_reorganize_regio_esercito
Constructs: has_completed_focus, prerequisite, completion_reward, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_reorganize_regio_esercito
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = ITA_italo_balbo_focus
	} {
		focus = ITA_stop_the_squandering
	}
	mutually_exclusive = {
		focus = ITA_reinforce_regia_aeronautica
	}
	relative_position_id = ITA_italo_balbo_focus
	x = -1
	y = 2
	cost = 10
	available = {
		has_completed_focus = ITA_stop_the_squandering
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		army_experience = 25
		add_timed_idea = {
			idea = ITA_prioritizing_the_military
			days = 365
		}
		add_to_variable = {
			ITA_re_infantry_attack = 0.05
		} {
			ITA_re_motorized_attack = 0.05
		} {
			ITA_re_mechanized_attack = 0.05
		}
		custom_effect_tooltip = ITA_reorganize_regio_esercito_re_tt
		ITA_bop_very_low_increase_balbo_side_effect = yes
	}
}
### Entity: Scripted Effect
Component: EAI_difficulty_bimonthly_update
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_difficulty_bimonthly_update = {
	EAI_difficulty_static_bonus = yes
	EAI_difficulty_dynamic_bonus = yes
	EAI_difficulty_attrition_reduction = yes
	EAI_difficulty_free_convoys = yes
	EAI_difficulty_reinforcements = yes
}
### Entity: AI Strategy
Component: CHL_alternate_communism_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/CHL_r56_alternate_strategy_plan.txt

Code:
CHL_alternate_communism_plan = {
	name = CHL: Chile Alternate Communist AI Plan
	desc = Communist path Chile.
	allowed = {
		original_tag = CHL
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = CHL_ai_behavior
					option = COMMUNIST
				}
			}
			has_country_flag = CHL_AI_RANDOM_COMMUNIST
			has_completed_focus = CHL_a_truly_radical_party
			has_game_rule = {
				rule = CHL_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism democratic
			AND = {
				is_puppet = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	ai_national_focuses = {
		CHL_the_popular_front CHL_trade_deals CHL_a_truly_radical_party
	}
	traits = {
		communist_revolutionary = 500
	}
	focus_factors = {
		CHL_the_spread_of_fascism = 0
		CHL_consolidate_the_government = 0
		CHL_the_popular_front = 500
		CHL_a_truly_radical_party = 500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_repeal_the_calles_law
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_repeal_the_calles_law
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = MEX_focus_control_the_army
	}
	mutually_exclusive = {
		focus = MEX_focus_enforce_the_calles_law
	}
	x = -3
	y = 1
	relative_position_id = MEX_focus_control_the_army
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MEX_CHURCH_AUTHORITY
	}
	completion_reward = {
		add_stability = 0.05
		MEX_increase_church_power = yes
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_agricultural_improvements
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_agricultural_improvements
	icon = GFX_focus_generic_agricultural_subsidies
	prerequisite = {
		focus = ARG_industrial_expansion
	}
	x = 1
	y = 1
	relative_position_id = ARG_industrial_expansion
	cost = 10
	available = {
		OR = {
			512 = {
				is_owned_and_controlled_by = ROOT
			}
			954 = {
				is_owned_and_controlled_by = ROOT
			}
			955 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 12
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				512 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			512 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				954 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			954 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				955 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			955 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: INS_longstanding_nationalist
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_longstanding_nationalist = {
	random = no
	production_speed_buildings_factor = 0.15
	political_power_gain = 0.15
	experience_gain_army = 0.03
}
### Entity: Character
Component: BOT_nccr
Source: game
File: common/characters/BOT.txt

Code:
BOT_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = BOT_nccr
		allowed = {
			original_tag = BOT
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Country History
Country: TUN
Component: TUN_technology
Constructs: set_technology
Source: game
File: history/countries/TUN - Tunisia.txt

Code:
# Starting Technologies for TUN
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: GER_communist_refugees_supressed
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_communist_refugees_supressed = {
	name = GER_communist_refugees
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.05
		stability_factor = -0.05
	}
}
### Entity: Character
Component: HON_neto_britto
Source: game
File: common/characters/HON.txt

Code:
HON_neto_britto = {
	advisor = {
		slot = high_command
		idea_token = HON_neto_britto
		ledger = army
		allowed = {
			original_tag = HON
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Neto Britto
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Idea
Component: LIT_iron_wolf_idea_bad_2
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_iron_wolf_idea_bad_2 = {
	picture = LIT_iron_wolf_bad_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		command_power_gain = -0.1
		conscription_factor = -0.25
		mobilization_laws_cost_factor = 0.25
	}
}
### Entity: Shared Focus
Component: ARCTIC_establish_a_armor_corp
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_establish_a_armor_corp
	text = ABC_establish_a_armor_corp
	icon = GFX_focus_NZL_bob_semple_tank
	prerequisite = {
		focus = ARCTIC_army_modernization
	}
	x = -1
	y = 1
	relative_position_id = ARCTIC_army_modernization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = improved_light_tank
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank 
# ... (truncated)
### Entity: Character
Component: heavy_tank_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_offense_0 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			hard_attack = 0.05
			armor_value = 0.05
		}
		heavy_tank_artillery_chassis = {
			hard_attack = 0.05
			armor_value = 0.05
		}
		heavy_tank_destroyer_chassis = {
			hard_attack = 0.05
			armor_value = 0.05
		}
		heavy_tank_aa_chassis = {
			hard_attack = 0.05
			armor_value = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Misc Config
Component: secret_police_oversight
Constructs: compliance_gain
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
secret_police_oversight = {
	icon = 4
	sound_effect = Martial_Law_Interface_Secret_Police_Oversight
	state_modifier = {
		resistance_target = -0.3
		compliance_gain = -0.04
		required_garrison_factor = -0.15
		resistance_damage_to_garrison = -0.15
		local_factories = 0.05
		local_resources = 0.05
		enemy_operative_detection_chance_over_occupied_tag = 1
		enemy_intel_network_gain_factor_over_occupied_tag = -0.25
	}
}
### Entity: Idea
Component: NOR_mobile_government_ns
Constructs: has_variable
Source: game
File: common/ideas/norway.txt

Code:
NOR_mobile_government_ns = {
	picture = SWE_per_albin_bus
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_variable = NOR_mobile_government_hq
		}
	}
	modifier = {
		surrender_limit = 0.5
		resistance_growth_on_our_occupied_states = 0.25
		resistance_target_on_our_occupied_states = 0.25
		compliance_growth_on_our_occupied_states = -0.2
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AWorldTension100.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Idea
Component: POL_Advanced_Pilot_Training_Program
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Advanced_Pilot_Training_Program = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = air_war_plans_division_focus
	modifier = {
		air_ace_generation_chance_factor = 0.2
		aircraft_manufacturer_cost_factor = -0.25
	}
}
### Entity: Event
Component: denmark_occupation_event.3
Constructs: is_triggered_only, limit, add_ideas, has_government, has_war_with, add_war_support, has_country_flag, add_stability
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.3
	title = denmark_occupation_event.3.t
	desc = denmark_occupation_event.3.desc
	picture = GFX_report_event_DEN_german_tanks
	immediate = {
		set_variable = {
			DEN_democratic_popularity = DEN.party_popularity_100@democratic
		} {
			DEN_communism_popularity = DEN.party_popularity_100@communism
		} {
			DEN_neutrality_popularity = DEN.party_popularity_100@neutrality
		} {
			DEN_fascism_popularity = DEN.party_popularity_100@fascism
		}
		clamp_variable = {
			var = DEN_democratic_popularity
			min = 0
			max = 100
		} {
			var = DEN_communism_popularity
			min = 0
			max = 100
		} {
			var = DEN_neutrality_popularity
			min = 0
			max = 100
		} {
			var = DEN_fascism_popularity
			min = 0
			max = 100
		}
		hidden_effect = {
			set_global_flag = achievement_den_has_never_been_puppeted
			set_country_flag = DEN_is_protectorate_flag
		}
		if = {
			limit = {
				has_government = democratic
			}
			set_country_flag = DEN_is_democratic_flag
		} {
			limit = {
				has_government = neutrality
			}
			set_country_flag = DEN_is_neutral_flag
		} {
			limit = {
				has_government = communism
			}
			set_country_flag = DEN_is_communistic_flag
		} {
			limit = {
				has_government = fascism
			}
			set_country_flag = DEN_is_fascist_flag
		}
	}
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.3.a
		hidden_effect = {
			set_global_flag = DEN_white_peacing_everyone_flag
		} {
			set_popularities = {
				democratic = DEN_democratic_popularity
				fascism = DEN_fascism_popularity
				communism = DEN_communism_popularity
				neutrality = DEN_neutrality_popularity
			}
			if = {
				limit = {
					has_country_flag = DEN_is_democratic_flag
				}
				set_politics = {
					ruling_party = democratic
				}
			} {
				limit = {
					has_country_flag = DEN_is_neutral_flag
				}
				set_politics = {
					ruling_party = neutrality
				}
			} {
				limit = {
					has_country_flag = DEN_is_communistic_flag
				}
				set_politics = {
					ruling_party = communism
				}
			} {
				limit = {
					has_country_flag = DEN_is_fascist_flag
				}
				set_politics = {
					ruling_party = fascism
				}
			}
			set_country_flag = DEN_has_occupation_flag
			leave_faction = yes
			ROOT = {
				country_event = {
					id = denmark_occupation_event.4
				}
			}
			mark_focus_tree_layout_dirty = yes
		} {
			every_other_country = {
		
# ... (truncated)
### Entity: Idea
Component: GDL_ncs
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = GDL
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: KMT_event.95
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_war_support, has_country_flag, add_stability, add_to_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.95
	title = KMT_event.95.t
	desc = KMT_event.95.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = KMT_event.95.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				NOT = {
					has_country_flag = KMT_will_go_blueshirt
				}
			}
		}
		custom_effect_tooltip = KMT_nra_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			var = KMT_nra_pp
			tooltip = political_power_factor_tt
			value = 0.1
		} {
			var = KMT_nra_rec_pop
			tooltip = conscription_factor_tt
			value = 0.1
		}
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_whampoa_military_academy_spirit
				}
			}
			add_ideas = CHI_whampoa_military_academy_spirit
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_war_support = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
	} {
		name = KMT_event.95.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				has_country_flag = KMT_will_go_blueshirt
			}
		}
		custom_effect_tooltip = KMT_nra_dynamic_modifier_tt KMT_nra_leader_xp_0.075_tt generic_skip_one_line_tt KMT_depol_nra_tt
		add_to_variable = {
			var = KMT_nra_pp
			tooltip = political_power_factor_tt
			value = -0.05
		} {
			KMT_nra_leader_xp = 0.075
		}
		set_country_flag = KMT_depol_nra
		add_stability = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
	}
}
### Entity: Character
Component: NIC_juan_bautista_sacasa
Source: game
File: common/characters/NIC.txt

Code:
NIC_juan_bautista_sacasa = {
	name = Juan Bautista Sacasa
	portraits = {
		civilian = {
			large = GFX_portrait_Juan_Bautista_Sacasa
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Target_Danish_Collaborators
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Target_Danish_Collaborators
	icon = GFX_goal_generic_denazification
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_Sabotage_German_Supply
	}
	x = 35
	y = 2
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = DEN_Resistance_1
	}
}
### Entity: AI Strategy
Component: r56_japan_for_japan
Constructs: is_faction_leader
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_japan_for_japan = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_faction_leader = yes
	}
	abort = {
		is_faction_leader = no
	}
	ai_strategy = {
		type = ignore
		id = ROM
		value = 2000
	} {
		type = ignore
		id = BUL
		value = 2000
	} {
		type = ignore
		id = D01
		value = 2000
	} {
		type = ignore
		id = HUN
		value = 2000
	} {
		type = ignore
		id = VEN
		value = 2000
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_csir
Constructs: prerequisite, completion_reward, is_in_tech_sharing_group, cancel_if_invalid, modify_tech_sharing_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_csir
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = SAF_war_measures_act
	} {
		focus = SAF_support_the_policy_of_appeasement
	}
	x = -3
	y = 1
	relative_position_id = SAF_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_tech_sharing_group = commonwealth_research
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SAF = {
			modify_tech_sharing_bonus = {
				id = commonwealth_research
				bonus = 0.1
			}
		}
	}
}
### Entity: Character
Component: MPL_unified_government
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_unified_government = {
	random = no
	political_power_factor = 0.1
	stability_factor = 0.05
}
### Entity: Event
Component: siam_dem.2
Constructs: is_triggered_only, has_completed_focus, limit, add_stability, check_variable, random_days
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam_dem.2
	is_triggered_only = yes
	title = siam_dem.2.t
	desc = siam_dem.2.desc
	picture = GFX_report_event_journalists_speech
	immediate = {

	}
	option = {
		name = siam_dem.2.a
		trigger = {
			check_variable = {
				SIA_dem_event_count = < 1
			}
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_and_spring_the_trap
				}
			}
			add_stability = var:SIA_dem_stability_hit
			hidden_effect = {
				country_event = {
					id = siam_dem.1
					days = 30
					random_days = 15
				}
			}
		}
		custom_effect_tooltip = SIA_dem_event_count_cw_scale_tt
	}
}
### Entity: AI Strategy
Component: ITA_north_africa_theatre_air_supremacy
Constructs: has_full_control_of_state
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_north_africa_theatre_air_supremacy = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_full_control_of_state = 451 458
	}
	abort = {
		NOT = {
			has_full_control_of_state = 451 458
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 126
		value = 10000
	} {
		type = strategic_air_importance
		id = 225
		value = 10000
	} {
		type = strategic_air_importance
		id = 128
		value = 10000
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_eng_defences
Constructs: prerequisite, has_war_with, completion_reward, has_idea, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_eng_defences
	icon = GFX_focus_generic_coastal_fort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_close_eng ICE_guarantees ICE_strong_neutral
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		100 = {
			CONTROLLER = {
				tag = ICE
			}
		}
		OR = {
			custom_trigger_tooltip = {
				tooltip = ICE_no_neutral_tt
				NOT = {
					has_idea = ICE_icelandic_neutrality
				} {
					has_idea = ICE_icelandic_neutrality2
				}
			}
			gives_military_access_to = ENG
		}
	}
	x = 8
	y = 5
	completion_reward = {
		100 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 12674
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 4861
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		1043 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 13331
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 13325
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 13332
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GRE_martyrs_of_the_anatolian_catastrophe
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_martyrs_of_the_anatolian_catastrophe = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_martyrs_of_the_anatolian_catastrophe
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		war_support_factor = 0.05
	}
}