Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ITA_democratic_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ITA_alternate_strategy_plan.txt

Code:
ITA_democratic_plan = {
	name = Italian Socialism
	desc = Italian anti-fascists will join forces to overthrow the fascist regime by force, forming a social-democratic government and seeking to form a Confederation with former colonies in Africa.
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			has_country_flag = ITA_AI_RANDOM_DEMOCRATIC_PLAN
			has_game_rule = {
				rule = ITA_ai_behavior
				option = ITA_DEMOCRATIC_PLAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ITA_ethiopian_war_logistics_bba ITA_triumph_in_africa_bba ITA_unite_the_opposition ITA_organize_strikes_in_the_north ITA_servizio_informazione_militare ITA_italian_highways_bba ITA_railway_innovations ITA_army_primacy_bba ITA_defy_the_duce ITA_appeal_to_the_bourgeoisie ITA_seize_old_equipment ITA_the_italian_republic ITA_italian_socialism ITA_aid_for_the_spanish_republic ITA_the_republics_leadership ITA_cooperate_with_the_mafia ITA_investments_in_edison ITA_the_ethiopian_question ITA_new_colonial_policies ITA_negotiations_with_albania ITA_the_italian_confederation ITA_expand_national_universities ITA_empower_the_unions ITA_ministry_of_italian_africa ITA_naval_power_projection ITA_expand_naval_facilities ITA_steel_industry_in_terni ITA_a_bandits_war ITA_italian_tankettes ITA_production_lines ITA_fiocchi_munizioni ITA_planned_economy ITA_enlist_the_bashkimi_kombetar ITA_increase_artillery_production ITA_bring_back_exiled_intellectuals ITA_social_stability ITA_italia_libera ITA_industria_della_gomma_sintetica ITA_the_fight_overseas ITA_ascari ITA_irregulars ITA_liberate_the_workers_of_africa ITA_european_democracies ITA_scientific_cooperation ITA_superesercito ITA_supermarina ITA_self_propelled_guns ITA_incrociatori_leggeri ITA_midget_submarines ITA_end_fiat_ansaldo_duopoly ITA_ferrea_mole_ferreo_cuore ITA_air_innovations_bba ITA_citta_dell_aria
	}
	focus_factors = {
		ITA_culto_del_duce = 0
		ITA_monarchia_d_italia = 0
		ITA_the_popular_front = 0
		ITA_abolish_the_colonies = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_turk_ulusu
Constructs: every_owned_state, prerequisite, limit, add_war_support, completion_reward, has_dynamic_modifier, save_event_target_as
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_turk_ulusu
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = TUR_the_guardians_of_kemalism TUR_variant_turkish_tax_focus
	} {
		focus = TUR_the_hatay_issue
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_guardians_of_kemalism
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		every_owned_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			}
			save_event_target_as = TUR_kurdish_state_event_target
			TUR_pacify_kurdish_state_effect = yes
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_request_mongol_territories
Constructs: every_owned_state, prerequisite, limit, add_stability, add_opinion_modifier, completion_reward, is_ally_with, is_core_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_request_mongol_territories
	icon = GFX_focus_generic_spread_fascism
	available = {
		is_ally_with = JAP
	}
	prerequisite = {
		focus = MEN_reunite_our_people MEN_help_strike_our_old_oppressers
	}
	relative_position_id = MEN_reunite_our_people
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 200
		modifier = {
			JAP = {
				NOT = {
					controls_state = 621 746
				}
			}
			date = < 1941.1.1
			factor = 0
		}
	}
	completion_reward = {
		JAP = {
			country_event = {
				id = men.23
				hours = 12
			}
		}
		custom_effect_tooltip = r56_possible_event_effects r56_alternative_event_effects
		effect_tooltip = {
			add_stability = 0.05
			JAP = {
				every_owned_state = {
					limit = {
						OR = {
							is_core_of = MON TAN
						}
						state = 621 746
					}
					transfer_state_to = MEN
				}
				every_controlled_state = {
					limit = {
						OR = {
							is_core_of = MON TAN
						}
						state = 621 746
					}
					ROOT = {
						set_state_controller = PREV
					}
				}
			}
		} {
			add_opinion_modifier = {
				target = JAP
				modifier = betrayed_our_cause
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56.ger.23
Constructs: is_triggered_only, fire_only_once, has_global_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.23
	title = {
		text = r56.ger.23.t1
		trigger = {
			NOT = {
				has_global_flag = GER_dem_poland_trade_failed
			}
		}
	} {
		text = r56.ger.23.t2
		trigger = {
			has_global_flag = GER_dem_poland_trade_failed
		}
	}
	desc = {
		text = r56.ger.23.d1
		trigger = {
			NOT = {
				has_global_flag = GER_dem_poland_trade_failed
			}
		}
	} {
		text = r56.ger.23.d2
		trigger = {
			has_global_flag = GER_dem_poland_trade_failed
		}
	}
	picture = GFX_report_event_german_polish_border
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.23.a
		trigger = {
			NOT = {
				has_global_flag = GER_dem_poland_trade_failed
			}
		}
	} {
		name = r56.ger.23.b
		trigger = {
			has_global_flag = GER_dem_poland_trade_failed
		}
	}
}
### Entity: Order of Battle
Component: Givati Brigade
Constructs: division_template
Source: game
File: history/units/ISR_1936.txt

Code:
division = {
	name = Givati Brigade
	location = 4206
	division_template = Hativat Hir
	start_experience_factor = 0.1
}
### Entity: Idea
Component: wuw_HUN_the_hungarian_red_army
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/hungary.txt

Code:
wuw_HUN_the_hungarian_red_army = {
	name = HUN_the_hungarian_red_army
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = generic_communist_army
	modifier = {
		conscription = 0.05
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Event
Component: IRQ_political_events.18
Constructs: is_triggered_only, ai_chance, limit, is_subject_of
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.18
	title = IRQ_political_events.18.t
	desc = IRQ_political_events.18.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.18.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				JOR = {
					exists = yes
					is_subject_of = ENG
				}
			}
			JOR = {
				drop_cosmetic_tag = yes
			}
			IRQ = {
				puppet = JOR
			}
		}
		ELSE = {
			455 = {
				transfer_state_to = IRQ
			}
		}
	}
}
### Entity: Unit Template
Component: IRQ_ARM_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		IRQ_CAV_01
	}
	fallback_name = Iraqi Sipahis al-%dr
	ordered = {
		1 = {
			Iraqi Sipahis al-%di
		}
		2 = {
			Iraqi Sipahis al-%di
		}
		3 = {
			Salah al-Din al-Ayyubi
		}
		4 = {
			Iraqi Sipahis al-%di
		}
		5 = {
			Iraqi Sipahis al-%di
		}
		6 = {
			Sa’ad bin abi Waqqas
		}
		7 = {
			Iraqi Sipahis al-%di
		}
		8 = {
			Iraqi Sipahis al-%di
		}
		9 = {
			Iraqi Sipahis al-%di
		}
		10 = {
			Al-Nasr
		}
		11 = {
			Iraqi Sipahis al-%dr
		}
		12 = {
			Nu’man bin Mukarrin
		}
		13 = {
			Iraqi Sipahis al-%dr
		}
		14 = {
			Iraqi Sipahis al-%dr
		}
		15 = {
			Iraqi Sipahis al-%dr
		}
		17 = {
			Al-Abbas
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_elect_a_PSL_leader
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_elect_a_PSL_leader
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = POL_raise_the_black_madonna
	}
	relative_position_id = POL_raise_the_black_madonna
	mutually_exclusive = {
		focus = POL_KPP_focus
	}
	allow_branch = {
		has_dlc = No Step Back
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_complete_april_constitution POL_assemble_the_regency_council POL_nationalist_constitution
				}
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = at_least_50_dem_tt
			democratic = > 0.49
		} {
			tooltip = at_most_35_com_tt
			communism = < 0.36
		}
	}
	x = 2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = POL_democratic_sejm_idea
		country_event = {
			id = NSB_poland_democratic_events.1
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Idea
Component: IVO_mt
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = IVO
	}
	traits = {
		military_theorist
	}
}
### Entity: Joint Focus
Component: NORDIC_jet_engines
Constructs: prerequisite, joint_focus, has_deployed_air_force_size, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_jet_engines
	icon = GFX_focus_generic_jet_planes
	dynamic = yes
	prerequisite = {
		focus = NORDIC_nordic_rocketry
	} {
		focus = NORDIC_military_industry_hub NORDIC_ad_hoc_military_industry
	}
	mutually_exclusive = {
		focus = NORDIC_machine_tools_research NORDIC_equipment_conversion_focus
	}
	x = 0
	y = 2
	relative_position_id = NORDIC_nordic_rocketry
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_deployed_air_force_size = {
			size = > 999
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = NORDIC_jet_engines
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = jet_technology
		}
	}
	completion_reward_joint_member = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_tech_bonus = {
			name = NORDIC_jet_engines
			bonus = 0.75
			ahead_reduction = 1
			uses = 1
			category = jet_technology
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_in_the_darkness
Constructs: prerequisite, remove_ideas, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_in_the_darkness
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = NZL_statute_of_westminster
	}
	mutually_exclusive = {
		focus = NZL_the_lee_affair NZL_constitution_amendment_act
	}
	x = -3
	y = 1
	relative_position_id = NZL_statute_of_westminster
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = NZL_first_labor_government
			add_idea = NZL_in_the_darkness
		}
		remove_ideas = NZL_commonwealth_loyalty
	}
}
### Entity: Modifier Reference
Component: CHI_bog_defensive_modifier
Constructs: is_ally_with
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_bog_defensive_modifier = {
	enable = {
		ROOT = {
			controller = {
				OR = {
					original_tag = CHI
					is_ally_with = CHI
				}
			}
		}
	}
	icon = GFX_modifiers_CHI_bog_defensive_modifier
	army_infantry_defence_factor = CHI_bog_defensive_modifier_army_infantry_defence_factor
}
### Entity: National Focus
Tree: per_focus
Component: PER_the_unification_initiative
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_the_unification_initiative
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = PER_assessing_the_opposition
	}
	x = -2
	y = 1
	relative_position_id = PER_assessing_the_opposition
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_unification_initiative_idea
			days = 365
		}
	}
}
### Entity: Event
Component: belgium.57
Constructs: has_completed_focus, add_ideas, is_major, is_in_faction_with, has_capitulated, has_idea, is_puppet_of
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.57
	title = belgium.57.t
	desc = belgium.57.d
	picture = GFX_report_event_physics_lab_01
	trigger = {
		ROOT = {
			OR = {
				is_in_faction_with = BEL COG
				tag = COG BEL
			}
			is_major = yes
			has_capitulated = no
			NOT = {
				has_idea = BEL_congo_uranium
			}
		}
		OR = {
			AND = {
				BEL = {
					has_completed_focus = BEL_further_nuclear_research
					controls_state = 889
				}
			} {
				COG = {
					has_completed_focus = COG_further_nuclear_research
					controls_state = 889
				}
			} {
				COG = {
					is_puppet_of = BEL
					controls_state = 889
					has_completed_focus = COG_further_nuclear_research
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = belgium.57.a
		ROOT = {
			add_ideas = BEL_congo_uranium
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_conversion_of_civilian_vessels
Constructs: prerequisite, has_war, limit, add_ideas, completion_reward, set_technology, has_dlc, has_tech
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_conversion_of_civilian_vessels
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = FIN_the_merchant_fleet
	} {
		focus = FIN_coastal_defense
	}
	x = 1
	y = 1
	relative_position_id = FIN_the_merchant_fleet
	cost = 10
	available = {
		has_war = yes
		if = {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			has_tech = early_destroyer
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_navy_ns_intro FIN_conversion_of_civilian_vessels_ns_tt
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_to_variable = {
				FIN_finnish_navy_refit_speed = 0.1
				tooltip = refit_speed_tt
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_crichton_vulcan_organization = {
				add_mio_funds_gain_factor = 0.15
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = Refitted Destroyer Class
				type = ship_hull_light_1
				name_group = FIN_DD_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_battery_slot = ship_light_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = light_ship_engine_1
					fixed_ship_torpedo_slot = ship_torpedo_1
					mid_1_custom_slot = empty
					rear_1_custom_slot = empty
				}
				obsolete = yes
				design_team = mio:FIN_crichton_vulcan_organization
			} {
				name = Refitted Cruiser Class
				type = ship_hull_cruiser_1
				name_group = FIN_CL_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_battery_slot = ship_light_medium_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = cruiser_ship_engine_1
					fixed_ship_armor_slot = ship_armor_cruiser_1
					fixed_ship_secondaries_slot = dp_ship_secondaries_1
					mid_1_custom_slot = empty
					mid_2_custom_slot = empty
					rear_1_custom_slot = empty
				}
				obsolete = yes
				design_team = mio:FIN_crichton_vulcan_organization
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_light_1
					creator = FIN
					version_name = Refitted Destroyer Class
				}
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_MISC_PROD_default_production_minors
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_misc_strategies.txt

Code:
EAI_PROD_MISC_PROD_default_production_minors = {
	enable = {
		is_major = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = infantry_equipment
		value = 50
	}
}
### Entity: Idea
Component: EAI_DD_17/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.122
Constructs: is_triggered_only, add_war_support, add_stability, add_political_power, set_global_flag, clr_global_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.122
	title = BBA_italo_ethiopian_war_events.122.t
	desc = BBA_italo_ethiopian_war_events.122.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.122.a
		add_war_support = 0.15
		add_stability = 0.1
		add_political_power = 150
		set_global_flag = ethiopia_recognized_flag
		clr_global_flag = italo_ethiopian_peace_negotiations_ongoing
	}
}
### Entity: Order of Battle
Component: 19. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 19. Landsturmregiment
	location = 6298
	division_template = Landsturmregiment
}
### Entity: Character
Component: QUE_j_cossette
Source: game
File: common/characters/QUE.txt

Code:
QUE_j_cossette = {
	name = QUE_j_cossette
	portraits = {
		army = {
			small = GFX_idea_generic_navy_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = QUE_j_cossette
		ledger = navy
		allowed = {
			original_tag = QUE
		}
		traits = {
			naval_theorist
		}
	} {
		cost = 200
		slot = navy_chief
		idea_token = QUE_j_cossette2
		ledger = navy
		allowed = {
			original_tag = QUE
		}
		traits = {
			navy_screen_3
		}
	}
}
### Entity: Event
Component: EYE_swiss.23
Constructs: ai_chance, has_war, limit, remove_ideas, has_government, has_country_flag, add_political_power, has_annex_war_goal
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.23
	title = EYE_swiss.23.t
	desc = EYE_swiss.23.desc
	picture = GFX_report_event_worker_protests
	trigger = {
		tag = SWI
		has_country_flag = SWI_mobilized
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
		has_idea = SWI_angry_civilians_3
		has_global_flag = SWI_R56_focus_tree
	}
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = EYE_swiss.20.a
		ai_chance = {
			base = 1
		}
		remove_ideas = SWI_angry_civilians_3 SWI_mobilize_1
		add_timed_idea = {
			days = 180
			idea = SWI_pressured_demobilization
		}
		custom_effect_tooltip = EYE_swiss.20.tt
		hidden_effect = {
			country_event = EYE_swiss.100 EYE_swiss.101 EYE_swiss.102
			clr_country_flag = SWI_mobilized
		}
	} {
		name = EYE_swiss.20.b
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = -0.15
			}
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.15
			}
		} {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = -0.15
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = -0.15
			}
		}
		add_political_power = -200
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_space
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_global_flag, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_space
	icon = GFX_focus_ger_great_red_menace
	x = 2
	y = 1
	relative_position_id = TRK_soviet_secret_weapons
	cost = 10
	prerequisite = {
		focus = TRK_soviet_secret_weapons TRK_kun_project
	}
	available = {
		date = > 1944.1.1
		OR = {
			num_of_factories = > 50
			has_global_flag = SOV_TRK_weapon_cooperation
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 1
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		add_ideas = r56_generic_rocket_idea
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				add_tech_bonus = {
					name = JAP_german_rocketry
					bonus = 1
					uses = 2
					category = rocketry
				}
				add_breakthrough_progress = {
					specialization = specialization_air
					value = 0.75
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = SOV_TRK_weapon_cooperation
			}
			SOV = {
				add_tech_bonus = {
					name = JAP_german_rocketry
					bonus = 1
					uses = 2
					category = rocketry
				}
				add_breakthrough_progress = {
					specialization = specialization_air
					value = 0.75
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_british_materiel_designer
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_british_materiel_designer = {
	name = vauxhall
	picture = vauxhall
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_british_military_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_materiel_designer_flag
				}
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = ENG
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_materiel_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_british_materiel_designer_flag
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Idea
Component: EAI_DD_15/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}