Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_USA_events.04
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_core_state
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.04
	title = AAT_USA_events.04.t
	desc = AAT_USA_events.04.desc
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.04.a
		ai_chance = {
			base = 8
		}
		add_political_power = 50
		add_war_support = -0.05
		add_stability = -0.01
	} {
		name = AAT_USA_events.04.b
		ai_chance = {
			base = 2
		}
		add_war_support = 0.01
		create_wargoal = {
			type = take_core_state
			target = FROM
			generator = {
				337
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ARed.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Red:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Red (transclusion) ‎ (← links | edit)

Template:MultiColumn (transclusion) ‎ (← links | edit)

Template:Red/doc (transclusion) ‎ (← links | edit)

United States (transclusion) ‎ (← links | edit)

Ideas (transclusion) ‎ (← links | edit)

Research (transclusion) ‎ (← links | edit)

Land units (transclusion) ‎ (← links | edit)

Experience (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Red"
### Entity: National Focus
Tree: chl_focus
Component: CHL_hispanic_pan_nationalism
Constructs: prerequisite, add_ideas, has_government, owns_state, has_country_flag, is_major, completion_reward, set_rule
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_hispanic_pan_nationalism
	icon = GFX_goal_CHL_hispanic_pan_nationalism
	x = 11
	y = 4
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	relative_position_id = CHL_consolidate_the_government
	prerequisite = {
		focus = CHL_claims_on_argentina
	}
	mutually_exclusive = {
		focus = CHL_axis
	}
	available = {
		has_government = fascism
		owns_state = 278 510 512
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 100
			ROOT = {
				is_major = yes
			}
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_ideas = r56_CHL_hispanic_pan_nationalism
		unlock_decision_tooltip = form_la_plata
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: cityfall.83
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.83
	title = cityfall.83.t
	desc = cityfall.83.desc
	picture = [GetFallofAthensImage]
	major = yes
	is_triggered_only = yes
	immediate = {
		47 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.83.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.83.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.83.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_armored_car
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_armored_car = {
	if = {
		limit = {
			EAI_armored_car_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_armored_car
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armored_car1
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armored_car2
				} {
					_prio_val = prio_cat
				}
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armored_car3
				} {
					_prio_val = prio_cat
				}
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Idea
Component: SAX_acd
Source: game
File: common/ideas/saxony.txt

Code:
SAX_acd = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = SAX
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SAM_tualaulelei_mauri
Source: game
File: common/characters/SAM.txt

Code:
SAM_tualaulelei_mauri = {
	name = SAM_tualaulelei_mauri
	portraits = {
		civilian = {
			small = GFX_idea_PRU_arevalo
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAM_tualaulelei_mauri
		cost = 150
		allowed = {
			original_tag = SAM
		}
		traits = {
			minister_of_posts_and_telegraphs
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: CZE.7
Constructs: is_triggered_only, remove_ideas, fire_only_once
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.7
	title = CZE.7.t
	desc = CZE.7.d
	picture = GFX_CZKE_benes_exile_report
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = CZE.7.a
		remove_ideas = edvard_benes
		hidden_effect = {
			country_event = {
				id = CZE.8
				days = 14
			}
		}
	}
}
### Entity: Idea
Component: NOR_dockyard_investments
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_dockyard_investments = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	modifier = {
		industrial_capacity_dockyard = 0.2
	}
}
### Entity: Character
Component: CAN_chuck_crate
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/CAN.txt

Code:
CAN_chuck_crate = {
	name = CAN_chuck_crate
	portraits = {
		army = {
			small = GFX_idea_generic_fascist_demagogue_commonwealth_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_chuck_crate
		allowed = {
			original_tag = CAN
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = CAN_swastika_clubs
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Order of Battle
Component: II Flotta Navale
Source: game
File: history/units/ITA_1939_naval_mtg.txt

Code:
fleet = {
	name = II Flotta Navale
	naval_base = 6973
	task_force = {
		name = II Squadra Navale
		location = 6973
		ship = {
			name = RI Giovanni dalle Bande Nere
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Bartolomeo Colleoni
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RCT Maestrale
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Grecale
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Libeccio
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Scirocco
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		}
	} {
		name = III Squadra Navale
		location = 6973
		ship = {
			name = RI Bolzano
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ITA
					version_name = Bolzano Class
				}
			}
		} {
			name = RI Trento
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Trento Class
				}
			}
		} {
			name = RI Trieste
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Trento Class
				}
			}
		} {
			name = RCT Artigliere
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = ITA
					version_name = Soldati Class
				}
			}
		} {
			name = RCT Camicia Nera
			definition = destroyer
			equipment = {
				ship_hull_light
# ... (truncated)
### Entity: Idea
Component: BEL_factory_strikes
Constructs: stability_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_factory_strikes = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		industrial_capacity_factory = -0.9
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: CZE_bribery_investigations_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_bribery_investigations_idea = {
	picture = man_five_year_plan_tank
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.25
		experience_gain_army_factor = -0.25
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SNG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12299
	division_template = Infantry Division
	start_experience_factor = 1
	start_equipment_factor = 1
}
### Entity: Trigger Reference
Construct: has_convoys_war_support
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_convoys_war_support
* description: check value of convoys sunk malus to war support 0-1: Example has_convoys_war_support < 0.1
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: per_focus
Component: PER_rally_the_reformers
Constructs: has_completed_focus, completion_reward, allow_branch, has_game_rule, add_dynamic_modifier
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_rally_the_reformers
	icon = GFX_goal_generic_national_unity
	x = -70
	y = 0
	relative_position_id = PER_modernizing_iran
	mutually_exclusive = {
		focus = PER_the_pahlavi_imperium
	}
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {
		NOT = {
			has_completed_focus = PER_the_pahlavi_imperium
		}
	}
	offset = {
		x = 45
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_rally_the_reformers
		}
	} {
		x = 7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = PER_rally_behind_mosaddegh PER_united_progressive_parties PER_iranian_culture
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_rally_the_reformers_tt
		add_dynamic_modifier = {
			modifier = PER_opposition_modifier
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_fighter_modernisation
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_fighter_modernisation
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = PHI_air_base_expansion
	}
	relative_position_id = PHI_air_base_expansion
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = PHI_fighter_modernisation
				category = light_fighter
				bonus = 1
				uses = 1
			}
			create_equipment_variant = {
				name = P-6
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_fighter_modernisation
				bonus = 1
				uses = 1
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_superiority_of_arms
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_superiority_of_arms
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = TUR_embrace_military_tradition TUR_mechanising_our_army
	}
	x = 0
	y = 2
	relative_position_id = TUR_modernising_the_army
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_superiority_of_arms
			bonus = 1.5
			uses = 2
			category = artillery
		}
	}
}
### Entity: Character
Component: technocrat
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
technocrat = {
	sprite = 13
	production_speed_industrial_complex_factor = 0.05
	research_speed_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ITA_public_questions_war_effort_idea_fascism
Constructs: has_government, has_global_flag, removal_cost, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_public_questions_war_effort_idea_fascism = {
	name = ITA_public_questions_war_effort_idea
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.3
		war_support_weekly = -0.01
		fascism_drift = -0.01
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_32
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_32 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 32
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 32
	}
}
### Entity: Idea
Component: BRA_international_brigades
Constructs: send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/brazil.txt

Code:
BRA_international_brigades = {
	picture = ast_volunteer_defence_corps
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -0.25
		send_volunteers_tension = -0.2
	}
}
### Entity: Event
Component: naw_norway.76
Constructs: is_triggered_only, ai_chance, set_stability, has_war, limit, has_government, add_war_support, has_country_flag
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.76
	title = naw_norway.76.t
	desc = naw_norway.76.d
	picture = GFX_report_event_medieval_norwegian_flag
	is_triggered_only = yes
	option = {
		name = naw_norway.76.a
		ai_chance = {
			base = 90
		}
		hidden_effect = {
			set_capital = {
				state = 142
				remember_old_capital = yes
			}
		} {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = yes
			}
			add_country_leader_role = {
				character = NOR_monarchist_coalition
				promote_leader = yes
				country_leader = {
					ideology = oligarchism
					traits = {
						naw_driven_monarchists socialite_connections dysfunctional_assembly
					}
					id = -1
					expire = 1965.1.1
					desc = NOR_monarchist_coalition_desc
				}
			}
			load_oob = NOR_Norwegian_Civil_War_neutrality
			add_popularity = {
				ideology = communism
				popularity = 0.04
			} {
				ideology = fascism
				popularity = 0.04
			} {
				ideology = democratic
				popularity = 0.1
			} {
				ideology = neutrality
				popularity = 0.3
			}
			random_other_country = {
				limit = {
					original_tag = NOR
					has_government = democratic
				}
				set_equipment_fraction = 0.5
				set_stability = 0.85
				set_war_support = 0.85
				load_oob = NOR_Norwegian_Civil_War_democratic
				add_popularity = {
					ideology = communism
					popularity = 0.03
				} {
					ideology = fascism
					popularity = 0.03
				} {
					ideology = neutrality
					popularity = 0.15
				} {
					ideology = democratic
					popularity = 0.1
				}
				uncomplete_national_focus = {
					focus = NOR_traditions_and_monarchy
					uncomplete_children = yes
					refund_political_power = no
				}
				unlock_national_focus = NOR_affirm_constitutional_monarchy
				complete_national_focus = NOR_continuous_politics
			}
		} {
			if = {
				limit = {
					has_country_flag = NOR_ensured_loyalty_among_commanders
				}
				random_other_country = {
					limit = {
						original_tag = NOR
						NOT = {
							has_government = neutrality
						}
					}
					every_unit_leader = {
						set_nationality = NOR
					}
				}
				clr_country_flag = NOR_ensured_loyalty_among_commanders
			} {
				limit = {
					OR = {
						has_country_flag = NOR_opened_political_discourse_monarchism NOR_preparation_for_monarchist_civil_war NOR_passed_first_civil_war_opportunity
					}
				}
				clr_country_flag = NOR_opened_political_discourse_monarchis
# ... (truncated)
### Entity: Idea
Component: idea_SIA_army_of_siam
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_army_of_siam = {
	picture = SIA_army_of_siam
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		supply_consumption_factor = -0.1
		supply_node_range = 0.15
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_special_forces
Constructs: prerequisite, limit, completion_reward, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgian_special_forces
	icon = GFX_focus_BEL_belgian_special_forces
	prerequisite = {
		focus = BEL_resist_and_bite
	}
	relative_position_id = BEL_resist_and_bite
	x = 0
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = BEL_belgian_special_forces
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
		}
		show_unit_leaders_tooltip = BEL_eddy_blondeel
	}
}
### Entity: Event
Component: bftb_turkey.62
Constructs: is_triggered_only, limit, owns_state, add_war_support, add_state_claim, create_wargoal, take_claimed_state
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.62
	title = bftb_turkey.62.t
	desc = bftb_turkey.62.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_turkey.62.a
		add_war_support = 0.15
		add_state_claim = 799
		if = {
			limit = {
				SYR = {
					owns_state = 799
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = SYR
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_fund_tank_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_fund_tank_research
	icon = GFX_goal_generic_tank_cogs
	prerequisite = {
		focus = SWE_nationalize_landsverk SWE_respect_landsverk_independence
	}
	relative_position_id = SWE_nationalize_landsverk
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = SWE_fund_tank_research
			bonus = 0.5
			uses = 2
			category = armor_variant_tech
		} {
			name = SWE_fund_tank_research
			bonus = 1
			uses = 1
			category = cat_medium_armor cat_light_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: HOL_shared_intelligence_fra_eng
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shared_intelligence_fra_eng = {
	name = HOL_shared_intelligence_fra
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = 0.05
		defense_bonus_against = 0.1
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_weaponry_modernization
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_weaponry_modernization
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = PLY_militarize_the_police_force
	}
	relative_position_id = PLY_militarize_the_police_force
	x = 0
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = MNC_weaponry_modernization
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_armored_warfare
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_armored_warfare
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = HUN_the_botond
	}
	x = 0
	y = 1
	relative_position_id = HUN_the_botond
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_armored_warfare
			bonus = 1.0
			uses = 1
			category = armor
		}
	}
}
### Entity: Event
Component: AUS_political_events.124
Constructs: is_triggered_only, add_to_faction, add_ai_strategy
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.124
	title = AUS_political_events.124.t
	desc = AUS_political_events.124.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AUS_political_events.124.a
		add_to_faction = FROM
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 2000
		}
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 2000
			}
		}
	}
}
### Entity: Event
Component: bba_africa_news.2
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_africa_news.2
	title = bba_africa_news.2.t
	desc = bba_africa_news.2.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = bba_africa_news.2.a
		trigger = {
			tag = ROOT
		}
	} {
		name = bba_africa_news.2.b
		trigger = {
			NOT = {
				tag = ROOT
			}
		}
	}
}
### Entity: Modding Documentation
Construct: modifier
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### modifier
* description: Value of the modifier stored in the military industrial organization.
ex: modifier@military_industrial_organization_research_bonus