Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_rural_region_development
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_state_category, is_owned_by, cancel_if_invalid, has_dynamic_modifier
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_rural_region_development
	prerequisite = {
		focus = PRC_initialize_five_year_plan PRC_establish_shorter_market_plans
	}
	mutually_exclusive = {
		focus = PRC_urbanization
	}
	x = 0
	y = 2
	relative_position_id = PRC_initialize_five_year_plan
	icon = GFX_focus_PRC_rural_region_development
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			has_state_category = rural
			is_owned_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = PRC_rural_region_development_tt generic_skip_one_line_tt generic_skip_one_line_tt
		every_owned_state = {
			limit = {
				has_state_category = rural
				NOT = {
					has_dynamic_modifier = {
						modifier = PRC_rural_development_state_modifier_bonus
					}
				}
			}
			random_select_amount = 3
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_dynamic_modifier = {
				modifier = PRC_rural_development_state_modifier_bonus
			}
		}
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_local_resources_factor = 0.05
			tooltip = local_resources_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_new_deal
Constructs: prerequisite, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_new_deal
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = AST_populate_or_perish
	}
	relative_position_id = AST_populate_or_perish
	x = -2
	y = 1
	cost = 5
	available = {
		has_country_flag = AST_the_1938_sesquicentenary_flag
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_stability_factor = 0.1
			tooltip = stability_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_bring_back_the_habsburg_rule
Constructs: prerequisite, limit, completion_reward, has_country_leader, swap_ruler_traits, set_cosmetic_tag, add_popularity
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_bring_back_the_habsburg_rule
	icon = GFX_focus_AUS_bring_back_the_habsburg_rule
	prerequisite = {
		focus = AUS_legacy_of_the_empire
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_legacy_of_the_empire
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {
		neutrality = > 0.4
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = HUN_otto_von_habsburg
			} {
				ruling_only = yes
				character = AUS_ernst_rudiger_starhemberg
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = HUN_otto_von_habsburg
				}
			}
			swap_ruler_traits = {
				remove = HUN_the_habsburg_prince
				add = AUS_king_of_austria
			}
		}
		ELSE_IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = AUS_ernst_rudiger_starhemberg
				}
			}
			swap_ruler_traits = {
				remove = AUS_prince_of_starhemberg
				add = AUS_king_of_austria
			}
		}
		ELSE = {
			custom_effect_tooltip = AUS_bring_back_the_habsburg_rule_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_cosmetic_tag = AUS_kingdom_of_austria
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_british_gaurantee
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_british_gaurantee
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = ARG_argentina_for_all
	}
	x = 3
	y = 1
	relative_position_id = ARG_argentina_for_all
	mutually_exclusive = {
		focus = ARG_seek_american_support ARG_internal_focus
	}
	cost = 5
	available = {
		ENG = {
			exists = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
				is_subject = yes
			}
		}
	}
	ai_will_do = {
		factor = 17
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ARG_british_argentine_agreement
		add_opinion_modifier = {
			target = ENG
			modifier = ARG_british_argentine_agreement_opinion_modifier
		}
		ENG = {
			add_opinion_modifier = {
				target = ARG
				modifier = ARG_british_argentine_agreement_opinion_modifier
			}
		}
	}
}
### Entity: Idea
Component: USA_bethlehem_steel
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_usa.txt

Code:
USA_bethlehem_steel = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = USA
	}
	available = {
		has_completed_focus = USA_the_giant_wakes
	}
	research_bonus = {
		industry = 0.1
		naval_armor_tech = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.1
	}
}
### Entity: Idea
Component: CZE_export_focus1
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_export_focus1 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = free_trade
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		production_factory_efficiency_gain_factor = 0.05
		trade_opinion_factor = 0.05
		trade_laws_cost_factor = -0.05
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_claim_bolivia
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, cancel_if_invalid, add_named_threat
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_claim_bolivia
	icon = GFX_goal_generic_attack_bolivia
	prerequisite = {
		focus = ARG_claim_paraguay
	}
	x = 42
	y = 8
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 150000
		}
	}
	bypass = {
		NOT = {
			country_exists = BOL
		}
	}
	cancel = {
		has_war_with = BOL
	}
	cancel_if_invalid = no
	completion_reward = {
		add_named_threat = {
			threat = 0.3
			name = ARG_bolivia_claim_threat
		}
		add_state_claim = 487 302 1077
		create_wargoal = {
			type = take_state_focus
			target = BOL
			expire = 0
			generator = {
				487 302 1077
			}
		}
		BOL = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_claim
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_deal_with_britain
Constructs: prerequisite, has_government, owns_state, completion_reward, has_civil_war, is_subject, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_a_deal_with_britain
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = NOR_the_british_empire
	}
	mutually_exclusive = {
		focus = NOR_the_north_sea_deal
	} {
		focus = NOR_a_deal_with_germany
	}
	x = -2
	y = 4
	relative_position_id = NOR_the_european_policy
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		ENG = {
			exists = yes
			has_civil_war = no
			NOT = {
				has_capitulated = yes
			}
			OR = {
				has_government = neutrality democratic
			}
			is_in_faction_with = ROOT
			owns_state = 970
		}
	}
	completion_reward = {
		add_state_claim = 970 971
		ENG = {
			country_event = {
				hours = 12
				id = naw_norway.173
			}
		}
		custom_effect_tooltip = NOR_a_deal_with_britain_tt NOR_enable_british_naval_procurements_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: Naval
Source: wiki
File: wiki/Research.html

Doc:
Naval[edit]
Ships[edit]

1922
1936
1940
1944

Destroyer I |
Destroyer II |
Destroyer III |
Destroyer IV
|

Light Cruiser I |
Light Cruiser II |
Light Cruiser III |
Light Cruiser IV
|

Heavy Cruiser I |
Heavy Cruiser II |
Heavy Cruiser III |
Heavy Cruiser IV
|

Battlecruiser I |
|
Battlecruiser II |

|

Battleship I |
Battleship II |
Battleship III |
Battleship IV
|

|
Super-Heavy Battleship I |
|
Super-Heavy Battleship II
|

Carrier I? |
Carrier II? |
Carrier III? |
Carrier IV?
|

Submarine I? |
Submarine II? |
Submarine III? |
Submarine IV?
|

Transport? |
|
Landing Craft |
Tank Landing Craft?
|

Naval doctrine[edit]
Naval doctrine trees appear to be mutually exclusive while their branches are not.

Fleet in Being[edit]
A strong fleet focused around battleships means that we are a force to be reckoned with when deployed at sea.

This is the favored doctrine of the United Kingdom.

Fleet in Being
|

Battlefleet Concentration
Battleship Search & Destroy: +50.0%
Battleship Organisation: +10
Battlecruiser Search & Destroy: +50.0%
Battlecruiser Organisation: +10
Heavy Cruiser Search & Destroy: +50.0%
Heavy Cruiser Organisation: +10
|
Trade Interdiction Submarine?
|
Submarine Operations
Submarine Surface Detection: +10.0%
Submarine Organisation: +10
|

Subsidiary Carrier Role
Carrier Organisation: +10
Sortie Efficency: +10,0%
|
Convoy Escorts
Destroyer Sub Detection: +20.0%
Destroyer Organisation: +10
Escort Efficency: +15,0%
|
&#160;?
|

Hunter Killer Groups
Destroyer Sub Detection: +20.0%
Destroyer Organisation: +20
Light Cruiser Sub Detection: +20.0%
Light Cruiser Organisation: +10
Escort Efficency: +10,0%
|
Escort Carriers
Escort Efficency: +30,0%
|
&#160;?
|

&#160;?
|
Integrated Convoy Defense?
|
&#160;?
|

Floating Airfield
|

|

&#160;?
|

|

Trade Interdiction[edit]
Against a stronger naval opponent we can focus on tying up their fleet and destroying supply lines to starve their war machine.

This is the favored doctrine of the German Reich.

Trade Interdiction
Submarine Surface Detection: +10.0%
Submarine Organisation: +10
Light Cruisers Surface Detection: +10.0%
Light Cruisers Organisation: +10
Heavy Cruisers Surface Detection: +10.0%
Heavy Cruisers Organisation: +10
|

Commerce Raiders?
|
&#160;?
|
Convoy Interdirecton
Submarine Surface Detection: +10.0%
Submarine Raiding Coordination: +10.0%
Submarine Organisation: +10
|

Capital Ship Raiders?
|
Conv
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_apply_the_nkvd_model
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_apply_the_nkvd_model
	icon = GFX_goal_HON_nkvd_assistance
	prerequisite = {
		focus = SWE_approach_soviets SWE_nordic_union
	}
	relative_position_id = SWE_approach_soviets
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = SWE_nkvd_model
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: SPA_disjointed_carlist_juntas
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_disjointed_carlist_juntas = {
	picture = SPA_disjointed_carlist_juntas
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.005
		army_defence_factor = -0.1
		army_attack_factor = -0.1
	}
}
### Entity: Idea
Component: FRA_motorized_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/france.txt

Code:
FRA_motorized_focus = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: FRI_independent_command_structure
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_independent_command_structure = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		army_leader_start_level = 1
		army_org_factor = 0.05
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_behead_the_cornered_fox
Constructs: prerequisite, has_government, add_war_support, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject, create_wargoal
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_behead_the_cornered_fox
	icon = GFX_goal_PRC_destroy_the_communists
	prerequisite = {
		focus = MEN_propose_mongol_unification
	}
	x = 0
	y = 1
	bypass = {
		OR = {
			is_in_faction_with = PRC
			NOT = {
				country_exists = PRC
			}
		}
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			is_in_faction_with = PRC
		}
		country_exists = PRC
	}
	relative_position_id = MEN_propose_mongol_unification
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = topple_government
			target = PRC
			expire = 0
		}
		PRC = {
			add_opinion_modifier = {
				target = MEN
				modifier = hostile_status
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0T
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0T = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^29 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0T
		value = 15000
	} {
		type = invade
		id = C0T
		value = 200
	}
}
### Entity: Idea
Component: JAP_airframe_supplies_improvements
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_airframe_supplies_improvements = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_bonus
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_slovak_arrow
Constructs: prerequisite, limit, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus, build_railway
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_the_slovak_arrow
	icon = GFX_focus_CZE_slovak_arrow
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = -10
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern generic_skip_one_line_tt available_political_advisor
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_infrastructure_factor = 0.025
			tooltip = production_speed_infrastructure_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_rail_way_factor = 0.025
			tooltip = production_speed_rail_way_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_infrastructure_factor = 0.025
			tooltip = production_speed_industrial_infrastructure_factor_tt
		}
		add_tech_bonus = {
			name = CZE_the_slovak_arrow
			ahead_reduction = 0.5
			bonus = 1
			uses = 1
			category = train_tech
		}
		if = {
			limit = {
				75 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				70 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				can_build_railway = {
					start_state = 75
					target_state = 70
				}
			}
			build_railway = {
				path = {
					3569 11511 9539 9692
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = CZE_CKD_plzen
				}
				swap_ideas = {
					remove_idea = CZE_CKD_plzen
					add_idea = CZE_CKD_plzen_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_CKD_plzen
						add_idea = CZE_CKD_plzen_improved
					}
				}
			}
		}
		else = {
			mio:CZE_CKD_plzen_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
		show_ideas_tooltip = CZE_csd CZE_jan_dostalek
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: AUS_empower_the_parliament
Constructs: has_government, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_empower_the_parliament = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	modifier = {
		democratic_drift = 0.1
		democratic_acceptance = 85
		stability_weekly = 0.001
	}
}
### Entity: Character
Component: GER_reich_minister_for_labor
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_for_labor = {
	sprite = 13
	random = no
	stability_factor = -0.05
	compliance_growth = -0.01
	resistance_growth = 0.03
	industrial_capacity_factory = 0.025
	industrial_capacity_dockyard = 0.025
	production_factory_efficiency_gain_factor = 0.025
	production_factory_start_efficiency_factor = 0.025
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_southeast_asia_joint_command
Constructs: prerequisite, completion_reward, is_faction_leader
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_southeast_asia_joint_command
	icon = GFX_focus_PRC_army_command
	x = -3
	y = 1
	relative_position_id = SIA_asian_democratic_compact
	prerequisite = {
		focus = SIA_asian_democratic_compact
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SIA_asian_democratic_compact_modify SIA_southeast_asia_joint_command_tt
		SIA_update_adc = yes
	}
}
### Entity: Event
Component: austria.93
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.93
	title = austria.93.t
	desc = austria.93.d
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	immediate = {
		set_country_flag = AUS_conference_will_collapse
	}
	option = {
		name = austria.93.a
		custom_effect_tooltip = AUS_conference_will_collapse
	}
}
### Entity: AI Strategy
Component: BUL_befriend_SOV
Constructs: has_government, has_war_with, has_country_flag, has_dlc, has_game_rule, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_befriend_SOV = {
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = BUL_ai_behavior
				option = COMMUNIST
			}
		}
		focus_progress = {
			focus = BUL_the_peoples_republic_of_bulgaria
			progress = > 0.1
		}
		country_exists = SOV
		SOV = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
		has_government = communism
	}
	abort = {
		OR = {
			NOT = {
				country_exists = SOV
			}
			has_war_with = SOV
			SOV = {
				OR = {
					NOT = {
						has_government = communism
					}
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = improve_relation
		value = 200
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_land_doc
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_land_doc
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = HON_army
	} {
		focus = HON_conscription
	}
	x = 42
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: equipment_market_max_for_sale
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_market_max_for_sale`
Limits how many units of the equipment type will be put up on the market
```
ai_strategy = {
	type = equipment_market_max_for_sale
	id = train
	value = 30  # The AI will put up max 30 units for sale (a value of 0 is ignored, use the other strategies to prevent the AI from selling instead)
}
```
### Entity: Game Rule
Component: GER_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
GER_ai_behavior = {
	name = GER_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_OPTION_FASCIST_GER_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_DEMOCRATIC_GER_AI_DESC
	} {
		name = KAISER
		text = RULE_OPTION_KAISER
		desc = RULE_KAISER_GER_AI_DESC
	} {
		name = GER_ALT_FASCIST
		text = RULE_OPTION_GER_ALT_FASCIST
		desc = RULE_OPTION_GER_ALT_FASCIST_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = GER_COMMUNIST_STALINIST
		text = RULE_OPTION_GER_COMMUNIST_STALINIST
		desc = RULE_OPTION_GER_COMMUNIST_STALINIST_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = GER_COMMUNIST_SPARTACUS
		text = RULE_OPTION_GER_COMMUNIST_SPARTACUS
		desc = RULE_OPTION_GER_COMMUNIST_SPARTACUS_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: State History
Component: 778
Constructs: add_core_of
Source: game
File: history/states/778-Upper Volta.txt

Code:
state = {
	id = 778
	name = STATE_778
	manpower = 3186184
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = VOL
		victory_points = {
			10836 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		2001 7950 7983 8071 10836 12851
	}
	local_supplies = 1.0
}