Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_import_substitution
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_import_substitution
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = ARG_british_cooperation
	}
	x = -4
	y = 1
	relative_position_id = ARG_british_cooperation
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: RKL
Component: RKL_technology
Constructs: set_technology
Source: game
File: history/countries/RKL - Reichskommisariat Urals.txt

Code:
# Starting Technologies for RKL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Character
Component: LIB_reginald_brandon
Source: game
File: common/characters/LIB.txt

Code:
LIB_reginald_brandon = {
	advisor = {
		slot = navy_chief
		idea_token = LIB_reginald_brandon
		allowed = {
			original_tag = LIB
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Reginald Brandon
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: BRM_ncs
Source: game
File: common/characters/BRM.txt

Code:
BRM_ncs = {
	advisor = {
		slot = high_command
		cost = 100
		idea_token = BRM_ncs
		ledger = navy
		allowed = {
			original_tag = BRM
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Modifier Reference
Construct: decryption
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## decryption

* Number with 2 decimal places
* **Categories**: country, aggressive
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/repair_ships.txt

Code:
equipments = {
	repair_ship_hull = {
		year = 1936
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		type = support_ship
		interface_category = interface_category_other_ships
		priority = 2000
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		armor_value = 0
		surface_detection = 20
		sub_detection = 0
		surface_visibility = 10
		naval_speed = 32
		reliability = 0.8
		naval_range = 3500
		max_strength = 30
		fuel_consumption = 0
		build_cost_ic = 500
		resources = {
			steel = 2
		}
		manpower = 300
		naval_dominance_factor = 0
	}
	repair_ship_1 = {
		abbreviation = ZZZ
		year = 1936
		archetype = repair_ship_hull
		priority = 2000
		model = repair_ship
		modifier_stat = {
			modifier = naval_repair_support
			value = 100
			type = naval_support
		}
		module_slots = inherit
		naval_dominance_factor = 0
	}
	repair_ship_2 = {
		abbreviation = ZZZ
		year = 1936
		parent = repair_ship_1
		archetype = repair_ship_hull
		priority = 2000
		model = repair_ship
		modifier_stat = {
			modifier = naval_repair_support
			value = 150
			type = naval_support
		}
		module_slots = inherit
		max_strength = 40
		naval_range = 5000
		build_cost_ic = 650
		manpower = 350
		naval_dominance_factor = 0
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_revive_the_eyalet
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_political_power
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_revive_the_eyalet
	icon = GFX_goal_centralize_power
	relative_position_id = EGY_reestablish_the_ottoman_alliance
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = neutrality
		TUR = {
			has_government = neutrality
		}
	}
	prerequisite = {
		focus = EGY_reestablish_the_ottoman_alliance
	}
	bypass = {
		has_war_with = TUR
		TUR = {
			exists = no
			NOT = {
				has_government = neutrality
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = EGY_mehmet_kaplan
	}
}
### Entity: Decision
Component: AFG_balance_of_power_category
Constructs: has_completed_focus, research_speed_factor, has_government, has_country_flag, add_stability, fire_only_once, army_attack_factor, has_power_balance
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_balance_of_power_category = {
	AFG_recruit_tribal_mercenaries = {
		icon = GFX_decision_generic_reorganize_irregulars
		priority = 1
		allowed = {
			original_tag = AFG
		}
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = r56_15_command_power_cost
		available = {
			NOT = {
				has_government = communism democratic
			}
			has_power_balance = {
				id = AFG_power_balance
			}
		}
		visible = {
			NOT = {
				has_government = communism democratic
			}
			original_tag = AFG
		}
		fire_only_once = no
		days_re_enable = 120
		days_remove = 90
		modifier = {
			consumer_goods_factor = 0.15
			weekly_manpower = 500
		}
		remove_effect = {
			remove_power_balance_modifier = {
				id = AFG_power_balance
				modifier = AFG_recruit_tribal_mercenaries_modifier
			}
			custom_effect_tooltip = AFG_reactivates_in_120_days
		}
		complete_effect = {
			add_command_power = -15
			add_power_balance_modifier = {
				id = AFG_power_balance
				modifier = AFG_recruit_tribal_mercenaries_modifier
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				has_country_flag = AFG_win_loya_jirga
				factor = 3
			} {
				power_balance_value = {
					id = AFG_power_balance
					value = > 0.45
				}
				factor = 0
			} {
				power_balance_value = {
					id = AFG_power_balance
					value = < -0.5
				}
				factor = 25
			} {
				NOT = {
					has_country_flag = AFG_win_loya_jirga
				}
				factor = 0
			}
		}
	}
	AFG_grant_tribal_autonomy = {
		icon = eng_trade_unions_support
		priority = 1
		allowed = {
			original_tag = AFG
		}
		cost = 50
		available = {
			NOT = {
				has_government = communism
			}
			has_power_balance = {
				id = AFG_power_balance
			}
		}
		days_remove = 30
		visible = {
			NOT = {
				has_government = communism
			}
			original_tag = AFG
		}
		days_re_enable = 180
		ai_will_do = {
			base = 5
			modifier = {
				has_country_flag = AFG_win_loya_jirga
				factor = 10
			} {
				power_balance_value = {
					id = AFG_power_balance
					value = > 0.45
				}
				factor = 0
			} {
				power_balance_value = {
					id = AFG_power_balance
					value = < -0.5
				}
				factor = 25
			} {
				NOT = {
					has_country_flag = AFG_win_loya_jirga
				}
				factor = 0
			}
		}
		modifier = {
			political_power_factor = -0.25
			fascism_drift = -0.01
		}
		remove_effect = {
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				t
# ... (truncated)
### Entity: AI Strategy
Component: MAN_com_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_alternate_strategy_plan.txt

Code:
MAN_com_plan = {
	name = Manchukuo Communist Independence plan
	desc = Behavior for Manchukuo going down the Zhao Shanzhi's Coup path
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_INDEPENDENCE_COM
			has_game_rule = {
				rule = MAN_ai_behavior
				option = INDEPENDENCE_COM
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		MAN_tsr_request_control_of_the_railways MAN_tsr_five_equal_peoples MAN_tsr_question_the_emperors_authority MAN_tsr_bandit_recruitment MAN_tsr_ally_bandit_leaders MAN_tsr_persuade_the_IMPRP MAN_tsr_a_new_dawn_over_manchuria MAN_tsr_depose_puyi MAN_tsr_zhao_shangzhis_coup MAN_tsr_ally_the_soviet_republic MAN_tsr_research_cooperation MAN_tsr_soviet_aid MAN_tsr_the_long_march_south MAN_tsr_proclaim_the_peoples_republic MAN_tsr_request_our_lost_territories
	}
	focus_factors = {
		MAN_tsr_staff_the_court_with_manchus = 0
		MAN_tsr_bolster_nationalism = 0
		MAN_tsr_the_new_beiyang_government = 0
	}
	research = {
		infantry_weapons = 15.0
		industry = 10.0
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: r56.ger.38
Constructs: is_triggered_only, limit, remove_ideas, add_stability, set_party_name, remove_country_leader_role, has_idea, add_country_leader_role
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.38
	title = r56.ger.38.t
	desc = r56.ger.38.d
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = r56.ger.38.a
		add_stability = 0.05
		set_party_name = {
			ideology = neutrality
			long_name = Haus Hohenzollern
			name = Haus Hohenzollern
		}
		remove_country_leader_role = {
			character = GER_kurt_von_hammerstein_equord
			ideology = oligarchism
		}
		if = {
			limit = {
				has_idea = GER_wilhelm_ii_idea
			}
			remove_ideas = GER_wilhelm_ii_idea
			GER_wilhelm_ii = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = absolute_monarchism
						traits = {
							anti_democrat
						}
					}
					promote_leader = yes
				}
			}
		}
		else_if = {
			limit = {
				has_idea = GER_wilhelm_iii_idea
			}
			remove_ideas = GER_wilhelm_iii_idea
			set_power_balance_gfx = {
				id = GER_monarchist_power_balance
				side = GER_wilhelm_ii_side
				gfx = GFX_bop_GER_wilhelm_iii
			}
			GER_wilhelm_iii = {
				set_character_name = {
					name = Wilhelm III
				}
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = absolute_monarchism
						traits = {
							popular_figurehead2
						}
					}
					promote_leader = yes
				}
			}
		} {
			limit = {
				has_idea = GER_wilhelm_iv_idea
			}
			remove_ideas = GER_wilhelm_iv_idea
			set_power_balance_gfx = {
				id = GER_monarchist_power_balance
				side = GER_wilhelm_ii_side
				gfx = GFX_bop_GER_wilhelm_iv
			}
			GER_wilhelm_iv = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = absolute_monarchism
						traits = {
							fierce_patriot nationalistic_tendencies
						}
					}
					promote_leader = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_anti_communism_sentiment
Constructs: has_war, has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_anti_communism_sentiment = {
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	cancel = {
		OR = {
			has_government = communism
			has_war = no
		}
	}
	modifier = {
		army_morale_factor = 0.15
		org_loss_when_moving = -0.15
	}
}
### Entity: Character
Component: AUS_schutzbund_paramilitarist
Constructs: communism_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_schutzbund_paramilitarist = {
	sprite = 13
	random = no
	training_time_factor = -0.15
	conscription = 0.015
	army_core_defence_factor = 0.02
	communism_drift = 0.02
	democratic_drift = 0.02
}
### Entity: National Focus
Component: wuw_HUN_a_reformed_navy
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_reformed_navy
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = wuw_HUN_reinstate_the_navy
	}
	mutually_exclusive = {
		focus = wuw_HUN_embrace_navy_traditions
	}
	x = 1
	y = 2
	relative_position_id = wuw_HUN_reinstate_the_navy
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 15
		add_mastery_bonus = {
			name = wuw_HUN_a_reformed_navy
			bonus = 0.15
			days = 240
			grand_doctrine = new_convoy_raiding
		} {
			name = wuw_HUN_a_reformed_navy
			bonus = 0.15
			days = 240
			grand_doctrine = new_base_strike
		}
		add_doctrine_cost_reduction = {
			name = wuw_HUN_a_reformed_navy
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Order of Battle
Component: 6th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 6th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Unit Template
Component: DDR_BC_HISTORICAL
Source: game
File: common/units/names_ships/DDR_ship_names.txt

Code:
DDR_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		DDR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	fallback_name = Slachtkreuzer %d
	unique = {
		Lenin Auferstanden aus Ruinen Thuringen Rosa Luxemburg
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_focus_on_military_industry
Constructs: prerequisite, completion_reward, has_dynamic_modifier, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_focus_on_military_industry
	icon = GFX_focus_generic_military_industry
	prerequisite = {
		focus = RAJ_reorganize_the_five_year_plan_towards_heavy_industry
	}
	x = -1
	y = 1
	relative_position_id = RAJ_reorganize_the_five_year_plan_towards_heavy_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_dynamic_modifier = {
			modifier = idea_RAJ_five_year_plan
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_five_year_plan_modify_tt
		add_to_variable = {
			RAJ_fyp_production_speed_arms_factory_factor = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			RAJ_fyp_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			RAJ_fyp_production_factory_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_178
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_178 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 178
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 178
		value = 10000
	} {
		type = naval_avoid_region
		id = 178
		value = -200
	} {
		type = strategic_air_importance
		id = 178
		value = 25000
	}
}
### Entity: State History
Component: 953
Constructs: add_core_of
Source: game
File: history/states/953-Dornogovi.txt

Code:
state = {
	id = 953
	name = Dornogovi
	history = {
		owner = MON
		buildings = {
			infrastructure = 2
		}
		add_core_of = MON
	}
	provinces = {
		1723 1787 1853 4655 4856 10632 12539 12612
	}
	manpower = 7000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: den_focus
Component: DEN_jagerfly
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_mio_size, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_jagerfly
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = DEN_flyvertaktisk_kommando DEN_air_force_power_projection
	}
	mutually_exclusive = {
		focus = DEN_luftstotte DEN_bombefly
	}
	relative_position_id = DEN_domestic_designs
	x = 0
	y = 4
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		mio:DEN_flyvemaskinevaerksted_organization = {
			add_mio_size = 1
		}
		DEN_improve_flyvevabnet_NS = yes
		add_to_variable = {
			DEN_flyvevabnet_escort_efficiency = 0.05
			tooltip = air_escort_efficiency_tt
		} {
			DEN_flyvevabnet_intercept_efficiency = 0.05
			tooltip = air_intercept_efficiency_tt
		} {
			DEN_flyvevabnet_air_agility = 0.05
			tooltip = air_agility_factor_tt
		}
		add_tech_bonus = {
			name = DEN_jagerfly
			bonus = 1.0
			uses = 2
			category = light_fighter cat_heavy_fighter
		}
	}
}
### Entity: Character
Component: ETH_carl_gustav_von_rosen
Constructs: has_completed_focus, has_government, has_global_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_carl_gustav_von_rosen = {
	name = ETH_carl_gustav_von_rosen
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_carl_gustav_von_rosen_small
		}
	}
	advisor = {
		slot = air_chief
		ledger = air
		idea_token = ETH_carl_gustav_von_rosen
		allowed = {
			original_tag = ETH
		}
		available = {
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			} {
				has_global_flag = second_italo_ethiopian_war_flag
			}
			has_completed_focus = ETH_bring_in_foreign_advisors
		}
		traits = {
			air_chief_all_weather_2
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_american_oil_concern
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_american_oil_concern
	icon = GFX_goal_refining
	prerequisite = {
		focus = ARG_join_the_defense_of_the_hemisphere
	}
	relative_position_id = ARG_join_the_defense_of_the_hemisphere
	x = 0
	y = 1
	cost = 10
	bypass = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = refining_tech
		} {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_secret_departments
Constructs: prerequisite, limit, completion_reward, has_dlc, has_done_agency_upgrade, add_tech_bonus, is_historical_focus_on
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_secret_departments
	icon = GFX_goal_decryption
	prerequisite = {
		focus = NOR_establish_a_secret_police
	}
	relative_position_id = NOR_establish_a_secret_police
	x = 1
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_form_department
				}
			}
			upgrade_intelligence_agency = upgrade_form_department
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_interrogation_techniques
				}
			}
			upgrade_intelligence_agency = upgrade_interrogation_techniques
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost_2
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost_2
		}
		else = {
			add_tech_bonus = {
				name = NOR_secret_departments
				ahead_reduction = 2
				bonus = 1
				uses = 1
				category = encryption_tech
			} {
				name = NOR_secret_departments
				ahead_reduction = 2
				bonus = 1
				uses = 1
				category = decryption_tech
			}
		}
	}
	ai_will_do = {
		factor = 3
		modifier = {
			is_historical_focus_on = yes
			factor = 10
		}
	}
}
### Entity: Idea
Component: POR_spread_communism_overseas
Constructs: has_government, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_spread_communism_overseas = {
	picture = generic_communism_drift_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		propaganda_mission_factor = 0.25
		boost_ideology_mission_factor = 0.25
	}
}
### Entity: Idea
Component: EAI_DD_5/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = SLO_bomber_focus SLO_fighter_focus
	}
	relative_position_id = SLO_bomber_focus
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: PER_fascist
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy_plans/EAI_PER.txt

Code:
PER_fascist = {
	name = PER turn fascist
	enable = {
		is_historical_focus_on = yes
		OR = {
			tag = PER IRQ
		}
		EAI_fascist_focus = yes
	}
	abort_when_not_enabled = yes
	focus_factors = {
		liberty_ethos = 0
		political_effort = 1000
		collectivist_ethos = 1000
		nationalism_focus = 1000
		militarism = 1000
		military_youth = 1000
		paramilitarism = 1000
	}
	ai_national_focuses = {
		political_effort collectivist_ethos nationalism_focus militarism military_youth paramilitarism
	}
}