Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: CONGO_rawji_group
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_owned_by
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_rawji_group
	dynamic = yes
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = CONGO_belgian_congo
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	relative_position_id = CONGO_belgian_congo
	x = -2
	y = 2
	cost = 5
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					890
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
			show_ideas_tooltip = COG_rawji_group
		}
		ELSE_IF = {
			limit = {
				original_tag = BEL
				COG = {
					is_subject_of = BEL
				}
			}
			effect_tooltip = {
				COG = {
					random_owned_controlled_state = {
						limit = {
							is_core_of = COG
							is_fully_controlled_by = COG
							is_owned_by = COG
							free_building_slots = {
								building = industrial_complex
								size = > 1
								include_locked = yes
							}
						}
						prioritize = {
							890
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
					}
					custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
					show_ideas_tooltip = COG_rawji_group
				}
			}
		}
		hidden_effect = {
			BEL = {
				unlock_national_focus = CONGO_rawji_group
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: generic_task_force_ship_organization
Constructs: equipment_bonus, naval_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_task_force_ship_organization = {
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_carrier mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer
	}
	research_categories = {
		mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	tree_header_text = {
		text = mio_header_systems
		x = 1
	} {
		text = mio_header_weapons
		x = 5
	}
	initial_trait = {
		name = generic_mio_initial_trait_task_force_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			max_strength = 0.05
		}
	}
	trait = {
		token = generic_mio_trait_long_range_cruising
		name = generic_mio_trait_long_range_cruising
		icon = GFX_generic_mio_trait_icon_naval_range
		position = {
			x = 0
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_high_speed_cruising
		}
		equipment_bonus = {
			naval_range = 0.05
			fuel_consumption = 0.05
		}
	} {
		token = generic_mio_trait_high_speed_cruising
		name = generic_mio_trait_high_speed_cruising
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_long_range_cruising
		mutually_exclusive = {
			generic_mio_trait_long_range_cruising
		}
		equipment_bonus = {
			naval_speed = 0.05
			fuel_consumption = 0.05
		}
	} {
		token = generic_mio_trait_splinter_protection
		name = generic_mio_trait_splinter_protection
		icon = GFX_generic_mio_trait_icon_armor_value
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_long_range_cruising
		any_parent = {
			generic_mio_trait_long_range_cruising generic_mio_trait_high_speed_cruising
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_carrier mio_cat_eq_all_cruiser
		}
		equipment_bonus = {
			armor_value = 0.05
		}
	} {
		token = generic_mio_trait_transom_stern
		name = generic_mio_trait_transom_stern
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_splinter_protection
		any_parent = {
			generic_mio_trait_splinter_protection
		}
		mutually_exclusive = {
			generic_mio_trait_underway_replenishment_equipment
		}
		equipment_bonus = {
			naval_speed = 0.05
			fuel_consumption = -0.05
		}
	} {
		token = generic_mio_trait_underway_replenish
# ... (truncated)
### Entity: Idea
Component: CAN_communist_ideals_3
Constructs: has_government, industrial_capacity_factory, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/canada.txt

Code:
CAN_communist_ideals_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		democratic_drift = -0.1
		communism_drift = 0.2
		industrial_capacity_factory = 0.04
		industrial_capacity_dockyard = 0.04
		subversive_activites_upkeep = -0.5
	}
}
### Entity: AI Strategy
Component: build_intelligence_agency_as_major
Constructs: has_war, is_major, build_intelligence_agency_as_major
Source: game
File: common/ai_strategy/default.txt

Code:
build_intelligence_agency_as_major = {
	enable = {
		is_major = yes
		OR = {
			has_war = yes
			date = > 1938.1.1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = 5
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_perfect_iranian_airforce
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_perfect_iranian_airforce
	icon = GFX_focus_PER_perfect_iranian_airforce
	prerequisite = {
		focus = PER_air_superiority PER_strategic_bombing PER_battlefield_support
	}
	x = 0
	y = 1
	relative_position_id = PER_battlefield_support
	cost = 10
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 50
		add_doctrine_cost_reduction = {
			name = SMB_air_doctrine
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		custom_effect_tooltip = PER_modify_iranian_airforce_ns_intro
		add_to_variable = {
			PER_airforce_modifier_air_range_factor = 0.05
			tooltip = air_range_factor_tt
		} {
			PER_airforce_modifier_air_defence_factor = 0.15
			tooltip = air_defence_factor_tt
		}
	}
}
### Entity: Idea
Component: GER_legion_condor_ns
Constructs: removal_cost, has_civil_war, send_volunteer_size
Source: game
File: common/ideas/GER.txt

Code:
GER_legion_condor_ns = {
	name = GER_legion_condor
	removal_cost = -1
	picture = ETH_conservative_high_command
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		SPR = {
			has_civil_war = no
		}
	}
	modifier = {
		experience_gain_army_factor = 0.15
		experience_gain_air_factor = 0.15
		send_volunteer_size = 2
		air_volunteer_cap = 2
	}
}
### Entity: Operation
Component: collaboration_government_contact_military_officers
Source: game
File: common/operation_phases/lar_collaboration_government.txt

Code:
collaboration_government_contact_military_officers = {
	name = collaboration_government_contact_military_officers
	desc = collaboration_government_contact_military_officers_desc
	outcome = collaboration_government_contact_military_officers_outcome
	picture = GFX_phase_collaboration_government_contact_military_officers
	icon = GFX_phase_collaboration_government_contact_military_officers_small
	equipment = {
		civilian_factories = {
			amount = 3
			days = 30
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_kokura_arsenal_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_kokura_arsenal_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_tokyo_arsenal
	allowed = {
		OR = {
			AND = {
				original_tag = JAP
				has_dlc = Arms Against Tyranny
			}
			PHI_SEA = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_align_with_japan
				if = {
					limit = {
						has_completed_focus = PHI_declare_military_emergency
					}
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_military_arsenal_trait
		name = JAP_mio_trait_military_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_army_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_rugged_construction
		name = PHI_mio_trait_rugged_construction
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		position = {
			x = 0
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = PHI_mio_trait_use_local_materials
		name = PHI_mio_trait_use_local_materials
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		any_parent = {
			PHI_mio_trait_rugged_construction
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	}
}
### Entity: Music Config
Component: sabaton/smoking_snakes
Constructs: has_war_with
Source: game
File: music/sabatonsoundtrack_vol2.txt

Code:
music = {
	song = smoking_snakes
	chance = {
		factor = 1
		modifier = {
			factor = 2
			tag = BRA
		} {
			factor = 2
			tag = BRA
			has_war_with = GER
		}
	}
}
### Entity: Modding Documentation
Construct: print_intel_values
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## print_intel_values

Print the intel a country has over another
### Entity: National Focus
Tree: spr_focus
Component: SPR_soviet_technological_advancements
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_global_flag, add_popularity, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_soviet_technological_advancements
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			has_government = communism
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_soviet_equipment_shipments SPR_soviet_military_advisors
	}
	icon = GFX_focus_generic_socialist_science
	x = 2
	y = 1
	relative_position_id = SPR_soviet_equipment_shipments
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_to_tech_sharing_group = spr_research
		SOV = {
			add_to_tech_sharing_group = spr_research
		}
		add_tech_bonus = {
			name = SPR_soviet_technological_advancements
			bonus = 1
			uses = 1
			category = infantry_weapons
		} {
			name = SPR_soviet_technological_advancements
			bonus = 1
			uses = 1
			category = armor
		}
	}
}
### Entity: Character
Component: emperor_of_the_purple_forbidden_city
Source: game
File: common/country_leader/00_traits.txt

Code:
emperor_of_the_purple_forbidden_city = {
	random = no
	sprite = 13
	political_power_factor = 0.15
}
### Entity: Idea
Component: QUE_a_standing_army
Source: game
File: common/ideas/quebec.txt

Code:
QUE_a_standing_army = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_soldiers_good
	modifier = {
		weekly_manpower = 750
		minimum_training_level = -0.25
	}
}
### Entity: Order of Battle
Component: 25. SS-Sturmbrigade 'Leibstandarte Adolf Hitler'
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 25. SS-Sturmbrigade 'Leibstandarte Adolf Hitler'
	location = 9471
	division_template = SS-Sturmbrigade
}
### Entity: Game Rule
Component: allow_wargoals
Constructs: allow_wargoals
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_wargoals = {
	name = RULE_ALLOW_WARGOALS
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_wargoals
	option = {
		name = ALWAYS_FREE
		text = RULE_OPTION_ALWAYS_FREE
		desc = RULE_ALLOW_WARGOALS_ALWAYS_FREE_DESC
	} {
		name = FREE_25
		text = RULE_OPTION_FREE_25
		desc = RULE_ALLOW_WARGOALS_FREE_25_DESC
	} {
		name = FREE_50
		text = RULE_OPTION_FREE_50
		desc = RULE_ALLOW_WARGOALS_FREE_50_DESC
	} {
		name = FREE_75
		text = RULE_OPTION_FREE_75
		desc = RULE_ALLOW_WARGOALS_FREE_75_DESC
	} {
		name = FREE_100
		text = RULE_OPTION_FREE_100
		desc = RULE_ALLOW_WARGOALS_FREE_100_DESC
	} {
		name = FOCUSES_ONLY
		text = RULE_OPTION_FOCUSES_ONLY
		desc = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_DESC
	} {
		name = FOCUSES_ONLY_UNTIL_38
		text = RULE_OPTION_FOCUSES_ONLY_38
		desc = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_38_DESC
	} {
		name = FOCUSES_ONLY_UNTIL_39
		text = RULE_OPTION_FOCUSES_ONLY_39
		desc = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_39_DESC
	} {
		name = FOCUSES_ONLY_UNTIL_40
		text = RULE_OPTION_FOCUSES_ONLY_40
		desc = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_40_DESC
	}
	default = {
		name = LIMITED
		text = RULE_OPTION_LIMITED
		desc = RULE_ALLOW_WARGOALS_LIMITED_DESC
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_OFFENSIVE_objectives
Constructs: has_war_with, force_concentration_target_weight
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_OFFENSIVE_objectives = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = CHI
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_target_weight
		value = 50
		state = 750 605 594
	}
}
### Entity: AI Strategy
Component: r56_LUX_theres_no_way_germany_does_the_funny_again
Constructs: has_war, has_government, is_historical_focus_on, is_neighbor_of, is_faction_leader, is_ai
Source: game
File: common/ai_strategy/r56_LUX.txt

Code:
r56_LUX_theres_no_way_germany_does_the_funny_again = {
	allowed = {
		original_tag = LUX
	}
	enable = {
		is_historical_focus_on = yes
		has_war = no
		is_neighbor_of = GER
		ENG = {
			has_government = ROOT
			is_faction_leader = yes
			is_ai = yes
		}
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = ENG
		value = -100
	} {
		type = alliance
		id = ENG
		value = -475
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_low_increase_communism_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_low_increase_communism_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.05
		tooltip_side = ITA_communism_side
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_social_security
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_social_security
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = EST_communist_victory
	}
	relative_position_id = EST_communist_victory
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_social_security
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: HOL_willem_schermerhorn
Constructs: has_completed_focus, limit, has_cosmetic_tag, has_dlc, has_autonomy_state
Source: game
File: common/characters/HOL.txt

Code:
HOL_willem_schermerhorn = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_willem_schermerhorn
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					original_tag = HOL
					has_dlc = Man the Guns
				}
				has_completed_focus = HOL_unity_through_democracy
			} {
				limit = {
					original_tag = HOL
					has_dlc = Man the Guns
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
	}
	name = HOL_willem_schermerhorn
	portraits = {
		army = {
			small = GFX_idea_HOL_willem_schermerhorn
		}
		civilian = {
			large = GFX_portrait_hol_wim_schermerhorn
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Modifier Reference
Construct: naval_mines_effect_reduction
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_mines_effect_reduction

* Number with 0 decimal places
* **Categories**: naval
### Entity: Character
Component: he_who_bears_the_throne
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
he_who_bears_the_throne = {
	random = no
	sprite = 13
	stability_factor = 0.2
	war_support_factor = 0.2
	drift_defence_factor = 0.5
}
### Entity: Idea
Component: JAP_anti_communist_crackdowns_idea
Constructs: political_power_gain, removal_cost, communism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_anti_communist_crackdowns_idea = {
	picture = NOR_anti_communist_sentiment
	allowed = {
		OR = {
			original_tag = JAP CHI
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		political_power_gain = 0.05
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_XIC_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_XIC_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = XIC
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_get_shared_slot_score
Constructs: limit, set_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_shared_slot_score = {
	set_variable = {
		EAI_shared_slot_score = building_level@infrastructure
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_shared_slot_score = 1.1
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_shared_slot_score = 2
		}
	} {
		limit = {
			EAI_region_priority = yes
		}
		multiply_variable = {
			EAI_shared_slot_score = 4
		}
	} {
		limit = {
			is_core_of = PREV
		}
		multiply_variable = {
			EAI_shared_slot_score = 4
		}
	}
}
### Entity: Character
Component: black_cross_anarchist
Constructs: stability_factor, war_support_factor, conscription_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
black_cross_anarchist = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	stability_factor = -0.1
	conscription_factor = 0.1
	communism_drift = 0.03
}
### Entity: Unit Template
Component: GUA_BB_HISTORICAL
Source: game
File: common/units/names_ships/GUA_ship_names.txt

Code:
GUA_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		GUA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARG 
	fallback_name = Acorazado %d
	unique = {
		Ciudad de Guatemala Quezaltenango
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/ASW_destroyer
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/ASW_destroyer = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_B_ASW_DD_DESIGN
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/ASW_destroyer = FROM: [?EAI_FOCUS/NAVY/ASW_destroyer] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_B_ASW_DD_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_A_ASW_DD_DESIGN
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/ASW_destroyer = FROM: [?EAI_FOCUS/NAVY/ASW_destroyer] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_A_ASW_DD_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_OFF
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/ASW_destroyer = FROM: [?EAI_FOCUS/NAVY/ASW_destroyer] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_OFF
			}
		}
	}
}
### Entity: Modifier Reference
Component: EAI_PC_assigned_factories_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/EAI_PC_modifiers.txt

Code:
EAI_PC_assigned_factories_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		always = no
	}
	civilian_factory_use = EAI_PC_assigned_factories_total
}
### Entity: Character
Component: YEM_mustafa_ibn_umar
Source: game
File: common/characters/YEM.txt

Code:
YEM_mustafa_ibn_umar = {
	name = Mustafa ibn Umar
	portraits = {
		civilian = {
			large = GFX_portrait_Mustafa_ibn_Umar
		}
	}
	country_leader = {
		ideology = anti_revisionism
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_factories_in_countryside
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_factories_in_countryside
	icon = GFX_goal_generic_construction
	relative_position_id = AUS_farmers_to_factories
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_farmers_to_factories
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				152 153 848
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				152 153 848
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Modifier Reference
Component: EGY_moderate_sudanese_separatism
Constructs: compliance_gain
Source: game
File: common/dynamic_modifiers/EGY.txt

Code:
EGY_moderate_sudanese_separatism = {
	icon = GFX_modifier_EGY_moderate_sudanese_separatism
	resistance_target = 0.1
	resistance_growth = 0.05
	resistance_decay = -0.1
	compliance_gain = -0.05
	state_production_speed_buildings_factor = -0.05
}