Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: que_focus
Component: QUE_use_the_quebecois_nationalists
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_use_the_quebecois_nationalists
	icon = GFX_goal_tfv_can_compromise_with_quebec
	prerequisite = {
		focus = QUE_enforce_religious_morality
	} {
		focus = QUE_mandatory_minimum_wage
	}
	relative_position_id = QUE_the_union_nationale_wins
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_nationalism
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: NMB_acr
Source: game
File: common/characters/NMB.txt

Code:
NMB_acr = {
	advisor = {
		slot = air_chief
		idea_token = NMB_acr
		allowed = {
			original_tag = NMB
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_integrate_farmers_party
Constructs: prerequisite, limit, remove_ideas, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_integrate_farmers_party
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = LAT_what_is_capitalism
	} {
		focus = LAT_what_is_socialism
	}
	mutually_exclusive = {
		focus = LAT_renew_the_constitution
	}
	x = 0
	y = 1
	relative_position_id = LAT_what_is_capitalism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = democratic_opposition_idea_1
		if = {
			limit = {
				has_idea = LAT_saeima_idea_dem_2
			}
			swap_ideas = {
				remove_idea = LAT_saeima_idea_dem_2
				add_idea = LAT_farmers_party_idea
			}
		}
		else = {
			swap_ideas = {
				remove_idea = LAT_saeima_idea_dem_1
				add_idea = LAT_farmers_party_idea
			}
		}
	}
}
### Entity: Modifier Reference
Component: GER_bewegungskrieg_modifier_lvl_4
Constructs: breakthrough_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_bewegungskrieg_modifier_lvl_4 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_blitzkrieg
	breakthrough_factor = 0.1
	army_infantry_attack_factor = 0.15
	army_artillery_attack_factor = 0.1
	custom_modifier_tooltip = GER_motor_and_mech_attack_tt
}
### Entity: Character
Component: MPL_zionist_leader
Constructs: conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_zionist_leader = {
	random = no
	political_power_factor = 0.05
	conscription_factor = 0.1
	sprite = 13
}
### Entity: AI Strategy
Component: CHI_default_plan
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_default_plan = {
	name = Nationalist China default plan
	desc = Default behavior for Nationalist China
	allowed = {
		original_tag = CHI
	}
	enable = {

	}
	abort = {
		always = no
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_nigeria.3
Constructs: is_triggered_only, add_political_power
Source: game
File: events/Nigeria_events.txt

Code:
country_event = {
	id = r56_nigeria.3
	title = r56_nigeria.3.t
	desc = r56_nigeria.3.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = r56_nigeria.3.a
		effect_tooltip = {
			add_political_power = -10
		}
	}
}
### Entity: Country History
Country: RAJ
Component: RAJ_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RAJ - British Raj.txt

Code:
# Politics & Parties for RAJ
set_stability = 0.6
set_war_support = 0.1
set_politics = {
	ruling_party = neutrality
	last_election = 1935.11.14
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 17
	fascism = 2
	communism = 1
	neutrality = 80
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_imperial_navy
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_imperial_navy = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_imperial_navy_dm
				} {
					modifier = JAP_japanese_navy_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_imperial_navy_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_imperial_navy_dm
			}
		}
	}
	ELSE_IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = JAP_imperial_navy_dm
			}
		}
		custom_effect_tooltip = JAP_modify_imperial_navy_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = JAP_japanese_navy_dm
			}
		}
		custom_effect_tooltip = JAP_modify_japanese_navy_modifier_tt
	}
}
### Entity: Idea
Component: CAY_ai2
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = CAY
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_unionize_the_sugar_mills
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_unionize_the_sugar_mills
	icon = GFX_goal_cuba_law_of_sugar_coordination
	cost = 10
	prerequisite = {
		focus = CUB_ctc_recruitment
	} {
		focus = CUB_galvanize_the_ctc
	}
	relative_position_id = CUB_ctc_recruitment
	x = -1
	y = 1
	completion_reward = {
		add_ideas = CUB_unionized_sugar_mills
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: frloc_collabgov_sg_fem_cons_en_03
Constructs: has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_collabgov_sg_fem_cons_en_03 = {
	AND = {
		has_autonomy_state = autonomy_collaboration_government
		OR = {
			tag = BAY BEL BLR BOL BOS BRI BRM BSK BUK BUL BYA CAT CAY CHI CHU CIN CKK COL COR CRO CSA CYP CZE DOM DNZ ENG EQG FIN FRA FSM GAM GDL GEO GLC GNA GNB GRE HAW HUN IVO JAM JOR KAL KAR KBK KKP KOM KOR KSH LAT LBA LIT MAC MAL MAN MLT MOL MON MRT NEN NMB NOR NZL OVO PAL PNG POL PRC PRE ROM SAX SER SIE SIL SLO SLV SOM SOV SWE SWI SYR TAY TMS TRA TRI TUN TUR TZN VOL YAK YAM YUG ZAM
			original_tag = BAY BEL BLR BOL BOS BRI BRM BSK BUK BUL BYA CAT CAY CHI CHU CIN CKK COL COR CRO CSA CYP CZE DOM DNZ ENG EQG FIN FRA FSM GAM GDL GEO GLC GNA GNB GRE HAW HUN IVO JAM JOR KAL KAR KBK KKP KOM KOR KSH LAT LBA LIT MAC MAL MAN MLT MOL MON MRT NEN NMB NOR NZL OVO PAL PNG POL PRC PRE ROM SAX SER SIE SIL SLO SLV SOM SOV SWE SWI SYR TAY TMS TRA TRI TUN TUR TZN VOL YAK YAM YUG ZAM
		}
	}
}
### Entity: Character
Component: QUE_esdras_minville
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_esdras_minville = {
	name = Esdras Minville
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_esdras_minville
		cost = 150.0
		allowed = {
			original_tag = QUE
		}
		available = {
			has_government = fascism
		}
		traits = {
			editor
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_volunteer_corps
Constructs: prerequisite, has_war, limit, add_ideas, remove_ideas, completion_reward, has_idea, set_rule
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_volunteer_corps
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ARG_new_officers_programme
	}
	x = 10
	y = 3
	cost = 5
	available = {
		has_war = no
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = BEL_volunteer_corps
	}
}
### Entity: Idea
Component: POL_Shock_Therapy
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Shock_Therapy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.01
		consumer_goods_factor = 0.1
	}
	removal_cost = -1
	picture = generic_infantry_bonus
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_railway
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, build_railway, add_tech_bonus
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_railway
	icon = GFX_focus_generic_railroad
	x = 1
	y = 1
	relative_position_id = TRK_industrial_expansion
	cost = 5
	prerequisite = {
		focus = TRK_industrial_expansion
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				num_of_controlled_states = > 1
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					impassable = no
				}
				ROOT = {
					build_railway = {
						start_state = ROOT.capital
						target_state = PREV
					}
				}
			}
		}
		add_tech_bonus = {
			name = JAP_support_the_railways_and_shipping_section
			bonus = 1
			uses = 1
			category = train_tech
		}
	}
}
### Entity: Event
Component: britain.9
Constructs: has_completed_focus, has_war, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, has_capitulated
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.9
	title = britain.9.t
	desc = britain.9.d
	picture = GFX_report_event_chamberlain
	fire_only_once = yes
	trigger = {
		tag = ENG
		has_war = yes
		has_government = democratic
		NOT = {
			has_completed_focus = uk_scandinavian_focus
		} {
			has_country_flag = chamberlain_died
		}
		POL = {
			has_capitulated = yes
		}
		OR = {
			has_global_flag = fall_of_france
			FRA = {
				surrender_progress = > 0.1
			}
			HOL = {
				surrender_progress = > 0.1
			}
			BEL = {
				surrender_progress = > 0.1
			}
			LUX = {
				surrender_progress = > 0.1
			}
			DEN = {
				surrender_progress = > 0.1
			}
			NOR = {
				surrender_progress = > 0.1
			}
			AND = {
				110 = {
					is_controlled_by = GER
				}
				NOT = {
					is_in_faction_with = GER
				}
			}
		}
		has_country_leader = {
			character = ENG_neville_chamberlain
			ruling_only = yes
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		set_country_flag = chamberlain_resigned
	}
	option = {
		name = britain.9.a
		promote_character = ENG_winston_churchill
		retire_character = ENG_neville_chamberlain
		add_stability = 0.1
		add_war_support = 0.1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PER_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = PER
		}
		requested_factories = 1
		progress = 0.51
		efficiency = 100
	}
}
### Entity: Character
Component: SAM_alfred_turnbull
Source: game
File: common/characters/SAM.txt

Code:
SAM_alfred_turnbull = {
	name = SAM_alfred_turnbull
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_2
			small = GFX_kr_portrait_europe_generic_2_small
		}
	}
	country_leader = {
		ideology = colonial_government
		traits = {
			popular_figurehead2
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: EGY_muhammad_mahmoud_pasha
Constructs: has_completed_focus, has_autonomy_state
Source: game
File: common/characters/EGY.txt

Code:
EGY_muhammad_mahmoud_pasha = {
	name = Muhammad Mahmoud Pasha
	portraits = {
		civilian = {
			small = GFX_idea_EGY_muhammad_mahmoud_pasha
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_muhammad_mahmoud_pasha
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_mansoura_agreement
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			democratic_reformer
		}
	}
}
### Entity: Event
Component: toykan.17
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_opinion_modifier, add_political_power, add_manpower
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.17
	title = toykan.17.t
	desc = toykan.17.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.17.a
		ai_chance = {
			base = 100
		}
		UKR = {
			add_opinion_modifier = {
				target = TUR
				modifier = medium_increase
			}
			add_manpower = 5000
			add_political_power = 25
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 900
				producer = TUR
			}
		}
	}
}
### Entity: Modifier Reference
Construct: civil_war_involvement_tension
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## civil_war_involvement_tension

* Number with 1 decimal places
* **Categories**: country
### Entity: Scripted Trigger
Component: ETH_bop_is_mekwanint_influence_or_higher
Constructs: is_power_balance_in_range
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
ETH_bop_is_mekwanint_influence_or_higher = {
	custom_trigger_tooltip = {
		tooltip = ETH_bop_is_mekwanint_influence_or_higher_tt
		OR = {
			is_power_balance_in_range = {
				id = ETH_centralization_balance
				range = ETH_mekwanint_influence_range
			} {
				id = ETH_centralization_balance
				range = ETH_mekwanint_power_range
			} {
				id = ETH_centralization_balance
				range = ETH_mekwanint_dominant_range
			} {
				id = ETH_centralization_balance
				range = ETH_mekwanint_total_control_range
			}
		}
	}
}
### Entity: Character
Component: GEO_ioseb_jughashvili
Source: game
File: common/characters/GEO.txt

Code:
GEO_ioseb_jughashvili = {
	name = GEO_ioseb_jughashvili
	portraits = {
		civilian = {
			large = GFX_portrait_GEO_ioseb_jughashvili
		}
	}
}
### Entity: Shared Focus
Tree: usc_focus
Component: USC_UNIFIED_exploit_the_known_guatemalan_oil_field
Constructs: shared_focus, prerequisite, completion_reward, has_tech, add_resource, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_central_america_shared.txt

Code:
shared_focus = {
	id = USC_UNIFIED_exploit_the_known_guatemalan_oil_field
	icon = GFX_goal_oil
	prerequisite = {
		focus = USC_UNIFIED_connect_the_cities
	}
	relative_position_id = USC_UNIFIED_connect_the_cities
	x = 1
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		has_tech = excavation3
		controls_state = 313
	}
	cost = 10
	completion_reward = {
		add_resource = {
			type = oil
			amount = 3
			state = 313
		}
		random_owned_controlled_state = {
			prioritize = {
				313
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESOURCES
	}
}
### Entity: Event
Component: mtg_netherlands.36
Constructs: is_triggered_only, limit, add_political_power, set_country_flag
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.36
	title = mtg_netherlands.36.t
	desc = mtg_netherlands.36.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.36.a
		effect_tooltip = {
			FROM = {
				add_political_power = -25
				custom_effect_tooltip = mtg_netherlands.35_tt
			}
		}
		custom_effect_tooltip = mtg_netherlands.35_tt_2
		if = {
			limit = {
				FROM = {
					tag = ENG
				}
			}
			set_country_flag = secret_staff_talks_british_intelligence
		} {
			limit = {
				FROM = {
					tag = FRA
				}
			}
			set_country_flag = secret_staff_talks_french_intelligence
		} {
			limit = {
				FROM = {
					tag = GER
				}
			}
			set_country_flag = secret_staff_talks_german_intelligence
		}
	}
}
### Entity: Idea
Component: FRI_unequal_economic_developement
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

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

	}
	removal_cost = -1
	picture = indochina_unequal_economy
	modifier = {
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Technology
Component: elite_forces
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_special_forces = {
		max_organisation = 5
		soft_attack = 0.05
	}
	special_forces_no_supply_grace = 24
	research_cost = 2
	start_year = 1944
	folder = {
		name = infantry_folder
		position = {
			x = 6
			y = @1944
		}
	}
	categories = {
		mountaineers_tech marine_tech para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_department_of_aboriginal_affairs
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_department_of_aboriginal_affairs
	icon = GFX_focus_AST_department_of_aboriginal_affairs
	prerequisite = {
		focus = AST_new_deal
	}
	mutually_exclusive = {
		focus = AST_immediate_rights
	}
	relative_position_id = AST_new_deal
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_monthly_population = 0.025
			tooltip = monthly_population_tt
		} {
			AST_strength_in_numbers_weekly_manpower = 100
			tooltip = weekly_manpower_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: israel.23
Constructs: is_triggered_only, add_political_power, add_popularity, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.23
	title = israel.23.t
	desc = israel.23.d
	is_triggered_only = yes
	picture = GFX_report_event_isr_herzl
	option = {
		name = israel.23.a
		add_political_power = -20
		add_popularity = {
			ideology = ISR
			popularity = 0.05
		}
		4 = {
			controller = {
				country_event = {
					id = israel.24
					days = 1
					random_hours = 12
				}
			}
		}
	} {
		name = israel.23.b
		add_popularity = {
			ideology = ISR
			popularity = -0.05
		}
	}
}
### Entity: Character
Component: DJI_stc
Source: game
File: common/characters/DJI.txt

Code:
DJI_stc = {
	advisor = {
		slot = political_advisor
		idea_token = DJI_stc
		allowed = {
			original_tag = DJI
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Character
Component: ARG_prominent_centrist
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_prominent_centrist = {
	sprite = 13
	random = no
	stability_factor = 0.2
	democratic_drift = 0.02
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: send_equipment
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## send_equipment

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Sends to target scope specified amount of equipment.
```
### Entity: Event
Component: ww_BEL_event_war.6
Constructs: is_triggered_only, fire_only_once, set_occupation_law_where_available, add_offsite_building, set_global_flag
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_war.6
	title = ww_BEL_event_war.6.t
	desc = ww_BEL_event_war.6.desc
	picture = GFX_report_event_journalists_speech
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_war.6.a
		set_occupation_law_where_available = secretaries_general
		custom_effect_tooltip = BEL_set_secretaries_general_tt
	} {
		name = ww_BEL_event_war.6.b
		custom_effect_tooltip = BEL_available_secretaries_general_tt
	} {
		name = ww_BEL_event_war.6.c
		hidden_effect = {
			BEL = {
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			}
		}
		set_global_flag = BEL_no_secretaries_general
		custom_effect_tooltip = BEL_no_secretaries_general_tt
		BEL = {
			custom_effect_tooltip = BEL_remove_secretaries_general_civs_tt
		}
	}
}
### Entity: Scripted Effect
Component: EAI_set_version
Constructs: set_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_set_version = {
	set_variable = {
		global.EAI_version = @EAI_VERSION
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_local_self_management
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_local_self_management
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = YUG_develop_slovenian_industry
	}
	x = 0
	y = 1
	relative_position_id = YUG_develop_slovenian_industry
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 1.2
			OR = {
				has_completed_focus = YUG_join_comintern YUG_yugoslavian_path_to_communism
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = YUG_idea_local_self_management
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_a_new_constitution
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_a_new_constitution
	available = {

	}
	icon = GFX_focus_generic_treaty
	x = -4
	y = 1
	prerequisite = {
		focus = URG_colorado_victory
	}
	cost = 5
	relative_position_id = URG_colorado_victory
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_ideas = idea_URG_constitutional_guarantees
	}
}
### Entity: AI Strategy
Component: default_build_a_gun_emplacement
Constructs: is_major, has_tech, build_building
Source: game
File: common/ai_strategy/default.txt

Code:
default_build_a_gun_emplacement = {
	enable = {
		is_major = yes
		has_tech = land_multi_charge_large_caliber_gun_tech
		num_of_military_factories = > 50
		mega_gun_emplacement = < 1
		NOT = {
			any_controlled_state = {
				mega_gun_emplacement = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = mega_gun_emplacement
		value = 10
	}
}