Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_support_the_spanish_nationalists
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_global_flag, add_manpower
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_support_the_spanish_nationalists
	available = {
		SPR_scw_in_progress = yes
		country_exists = SPA
		NOT = {
			has_war_with = SPA
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_estado_novo
	}
	mutually_exclusive = {
		focus = POR_strict_neutrality_in_the_spanish_civil_war POR_support_the_spanish_republic POR_a_royal_wedding
	}
	icon = GFX_goal_support_fascism
	x = 0
	y = 1
	relative_position_id = POR_estado_novo
	cost = 10
	completion_reward = {
		SPA = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_helped_in_civil_war
			}
			add_manpower = 10000
		}
		add_manpower = -10000
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = POR_volunteers_in_the_war_nationalist
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
			}
		}
		send_equipment = {
			equipment = infantry_equipment
			amount = 2000
			target = SPA
		}
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FTR_tech_focus
Constructs: is_major, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FTR_tech_focus = {
	check_variable = {
		EAI_FOCUS/AIR/fighter = > global.EAI_OFF
	}
	OR = {
		date = > 1939.1.1
		num_of_military_factories = > 15
		is_major = yes
	}
}
### Entity: AI Strategy
Component: EAI_ESPIONAGE_agency_stop_upgrades
Source: game
File: common/ai_strategy/EAI_ESPIONAGE_strategies.txt

Code:
EAI_ESPIONAGE_agency_stop_upgrades = {
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = -15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AFlag.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Flag:

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

Talk:Hearts of Iron 4 Wiki (transclusion) ‎ (← links | edit)

Countries (transclusion) ‎ (← links | edit)

User:General Baker/signature (transclusion) ‎ (← links | edit)

User talk:Meneth (transclusion) ‎ (← links | edit)

Talk:Features (transclusion) ‎ (← links | edit)

Faction (transclusion) ‎ (← links | edit)

Capital (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Flag"
### Entity: Event
Component: DOD_hungary.36
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.36
	title = DOD_hungary.36.t
	desc = DOD_hungary.36.desc
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.36.a
	}
}
### Entity: Idea
Component: CZE_powerhouse_of_europe_idea
Constructs: industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_powerhouse_of_europe_idea = {
	picture = PRC_factory_617
	name = CZE_powerhouse_of_europe
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		local_resources_factor = 0.1
		energy_gain_factor = 0.1
		industrial_capacity_factory = 0.1
		production_speed_energy_infrastructure_factor = 0.1
		production_speed_industrial_infrastructure_factor = 0.1
		industrial_capacity_factory_powered = 0.1
		industrial_capacity_dockyard_powered = 0.1
		global_building_slots_factor = 0.3
		production_factory_max_efficiency_factor = 0.2
	}
}
### Entity: Event
Component: CZE.408
Constructs: is_triggered_only, add_ideas, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.408
	title = CZE.408.t
	desc = CZE.408.d
	picture = GFX_CZKE_sos_report
	is_triggered_only = yes
	option = {
		name = CZE.408.a
		add_ideas = CZE_sos
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			technology = tech_military_police
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_post_depression_recovery
Constructs: has_completed_focus, completion_reward, has_idea, has_civil_war, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_post_depression_recovery
	icon = GFX_goal_generic_construction
	cost = 10.0
	ai_will_do = {
		factor = 40
	}
	available = {
		NOT = {
			has_idea = SPR_the_black_years
		}
		has_civil_war = no
	}
	bypass = {
		any_other_country = {
			has_completed_focus = SPR_post_depression_recovery
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 26
	y = 0
}
### Entity: Technology
Component: iw_medium_airframe
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		medium_plane_airframe_0 medium_plane_fighter_airframe_0 medium_plane_scout_plane_airframe_0
	}
	path = {
		leads_to_tech = basic_medium_airframe
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1926
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 2
		}
	}
	categories = {
		medium_air tactical_bomber cat_heavy_fighter air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		base = 1
		modifier = {
			num_of_military_factories = < 15
			factor = 0.1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MON_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 10575
	division_template = Morit Diviziin
	start_experience_factor = 0.2
}
### Entity: National Focus
Component: continuous_focus_palette
Constructs: has_completed_focus, is_subject, has_dlc, has_power_balance, daily_cost, cancel_effect, is_government_in_exile, has_country_leader_with_trait
Source: game
File: common/continuous_focus/generic.txt

Code:
continuous_focus_palette = {
	id = generic_focus
	country = {
		factor = 1
	}
	default = yes
	reset_on_civilwar = no
	position = {
		x = 50
		y = 1000
	}
	focus = {
		id = DEN_undermine_overlord_continuous_focus
		icon = GFX_focus_DEN_undermine_overlord_continuous_focus
		available = {
			is_subject = yes
			hidden_trigger = {
				has_dlc = Arms Against Tyranny
				original_tag = DEN
			}
		}
		enable = {
			has_power_balance = {
				id = DEN_occupation_balance
			}
		}
		modifier = {
			power_balance_weekly = 0.01
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 10
				has_completed_focus = DEN_escalate_the_sabotages DEN_expand_the_resistance
			} {
				factor = 10
				power_balance_value = {
					id = DEN_occupation_balance
					value = < 0.9
				}
			} {
				factor = 0
				has_completed_focus = DEN_declare_independence
				power_balance_value = {
					id = DEN_occupation_balance
					value = > 0.9
				}
			}
		}
		supports_ai_strategy = ai_focus_defense
		daily_cost = 1
		available_if_capitulated = yes
		select_effect = {

		}
		cancel_effect = {

		}
	} {
		id = ETH_strengthen_the_black_lions
		icon = GFX_focus_ETH_continuous_strengthen_the_black_lions
		available = {
			hidden_trigger = {
				has_dlc = By Blood Alone
				original_tag = ETH
			}
			has_completed_focus = ETH_anti-italian_propaganda
			OR = {
				is_government_in_exile = yes
				has_country_leader_with_trait = imperator_absentis
			}
		}
		enable = {
			any_owned_state = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		modifier = {
			compliance_growth_on_our_occupied_states = -0.1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					is_controlled_by = ROOT
				}
			}
		}
		supports_ai_strategy = ai_focus_military_advancements
		daily_cost = 1
		available_if_capitulated = yes
	} {
		id = ETH_supporting_the_arbegnoch
		icon = GFX_focus_ETH_continuous_supporting_the_arbegnoch
		available = {
			hidden_trigger = {
				has_dlc = By Blood Alone
				original_tag = ETH
			}
			has_completed_focus = ETH_the_patriots
			OR = {
				is_government_in_exile = yes
				has_country_leader_with_trait = imperator_absentis
			}
		}
		enable = {
			any_owned_state = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		modifier = {
			resistance_growth_on_our_occupied_states = 0.1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				fa
# ... (truncated)
### Entity: National Focus
Tree: sud_focus
Component: SUD_develop_capitalstate
Constructs: completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_develop_capitalstate
	icon = GFX_goal_SUD_industry
	x = 35
	y = 0
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			ETH_upgrade_state_category = yes
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		factor = 3.2
		modifier = {
			factor = 0
			date = < 1936.10.1
			num_of_controlled_states = < 2
		} {
			add = -0.1
			num_of_controlled_states = < 2
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_metal_collection_order
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_metal_collection_order
	icon = GFX_focus_CONGO_copper_cartridges
	x = 2
	y = 2
	relative_position_id = JAP_tojos_premiership
	prerequisite = {
		focus = JAP_tojos_premiership JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	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_HISTORICAL
	}
	completion_reward = {
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_lack_of_resource_penalty_factor = -0.1
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
		unlock_decision_tooltip = JAP_develop_sufu_materials_decision
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_4_lar
Constructs: has_completed_focus, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_4_lar = {
	name = France alternate plan 4: Germany Goes Democratic
	desc = Behavior for France if Germany goes ahistorical and opposes Hitler, and then goes Democratic.
	allowed = {
		original_tag = FRA
		has_dlc = La Resistance
	}
	enable = {
		GER = {
			OR = {
				has_completed_focus = GER_reestablish_free_elections GER_re_establish_free_elections_ww
			}
		}
		has_game_rule = {
			rule = FRA_ai_behavior
			option = DEFAULT
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FRA_revive_the_national_bloc FRA_utilize_the_leagues FRA_national_regeneration FRA_agricultural_protectionism FRA_economic_devolution FRA_diplomatic_freedom FRA_latin_entente FRA_invest_in_the_metropole FRA_metropolitan_france FRA_algerie_france FRA_industrial_expansion FRA_reconciliation FRA_constitutional_convention FRA_loyalty_to_moscow FRA_capital_ship_focus FRA_defensive_focus FRA_fortification_focus FRA_infantry_focus FRA_artillery_focus FRA_heavy_armor_focus FRA_invest_in_the_colonies FRA_invest_in_syria FRA_invest_in_indochina FRA_colonial_industry FRA_military_factories FRA_extra_research_slot FRA_naval_doctrine FRA_alpine_forts FRA_extend_the_maginot_line FRA_army_reform FRA_air_focus FRA_fighter_focus FRA_cas_focus FRA_heavy_fighter_focus FRA_air_doctrine
	}
	focus_factors = {
		FRA_reach_out_to_spain = 10
		FRA_compensate_italy = 10
		FRA_invite_portugal = 10
		FRA_intervention_in_greece = 10
		FRA_the_congress_of_paris = 10
		FRA_the_natural_borders_of_france = 10
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.4
Constructs: is_triggered_only, limit, has_dynamic_modifier, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.4
	title = denmark_overlord_events.4.t
	desc = denmark_overlord_events.4.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.4.a
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_occupation_laws_dynamic_modifier
				}
			}
			custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
			add_to_variable = {
				DEN_occupation_laws_cic_to_overlord = 0.05
				tooltip = cic_to_overlord_factor_tt
			} {
				DEN_occupation_laws_mic_to_overlord = 0.05
				tooltip = mic_to_overlord_factor_tt
			} {
				DEN_occupation_laws_autonomy_gain = -0.1
				tooltip = autonomy_gain_tt
			}
		}
		DEN_bop_occupation_very_low_decrease_effect = yes
		DEN_modify_overlord_relations_small = yes
	}
}
### Entity: Event
Component: news.37
Constructs: is_triggered_only, limit, is_in_faction_with, retire_character, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.37
	title = news.37.t
	desc = news.37.d
	picture = GFX_news_event_024
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					tag = SOV
				}
				SOV_kill_trotsky_effect = yes
			}
		}
	}
	option = {
		name = news.37.a
		trigger = {
			NOT = {
				TAG = SOV
				is_in_faction_with = SOV
				tag = MEX
			}
		}
	} {
		name = news.37.a
		trigger = {
			tag = MEX
			NOT = {
				is_in_faction_with = SOV
			}
		}
		effect_tooltip = {
			retire_character = MEX_leon_trotsky
		}
	} {
		name = news.37.b
		trigger = {
			TAG = SOV
		}
		if = {
			limit = {
				has_idea = trotskyite_plot_nsb
			}
			effect_tooltip = {
				retire_character = SOV_lev_trotsky
				swap_ideas = {
					remove_idea = trotskyite_plot_nsb
					add_idea = trotskyite_plot_purged
				}
			}
		}
	} {
		name = news.37.c
		trigger = {
			is_in_faction_with = SOV
			NOT = {
				tag = SOV
			}
		}
	}
}
### Entity: Event
Component: BBA_african_union_events.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.2
	title = BBA_african_union_events.2.t
	desc = BBA_african_union_events.2.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.2.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_provide_shelter_for_refugees
Constructs: prerequisite, has_war, add_ideas, completion_reward, is_neighbor_of
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_provide_shelter_for_refugees
	icon = GFX_goal_generic_citizens
	prerequisite = {
		focus = MON_democratic_foundation_of_mongolia MON_seek_democratic_alliances
	}
	x = -1
	y = 1
	relative_position_id = MON_democratic_foundation_of_mongolia
	cost = 7.16
	ai_will_do = {
		factor = 30
	}
	available = {
		has_war = no
		any_other_country = {
			is_neighbor_of = ROOT
			has_war = yes
		}
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		add_ideas = MON_sheltering_refugees_of_war_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: PAL_innovative_production
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_innovative_production = {
	picture = generic_soldiers_good
	allowed = {
		TAG = PAL
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_arms_purchases
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_in_faction, has_dlc, create_purchase_contract, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_arms_purchases
	icon = GFX_focus_generic_commonwealth_build_infantry
	cost = 5
	x = 0
	y = 2
	relative_position_id = LUX_join_allies
	prerequisite = {
		focus = LUX_extend_maginot LUX_british_funding
	}
	available = {
		is_in_faction = yes
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				has_dlc = Arms Against Tyranny
			}
			create_purchase_contract = {
				seller = faction_leader
				buyer = ROOT
				civilian_factories = 3
				equipment = {
					type = infantry_equipment
					amount = 2000
				} {
					type = artillery_equipment
					amount = 200
				}
			}
		}
		else_if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			create_purchase_contract = {
				seller = ENG
				buyer = ROOT
				civilian_factories = 5
				equipment = {
					type = infantry_equipment
					amount = 2000
				} {
					type = artillery_equipment
					amount = 200
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1500
				producer = ENG
			} {
				type = artillery_equipment
				amount = 100
				producer = ENG
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: JAP_tokko_idea_no_lar
Constructs: has_government, removal_cost, encryption_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_tokko_idea_no_lar = {
	name = JAP_tokko_idea_lar
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		foreign_subversive_activites = -0.15
		encryption_factor = 0.2
		drift_defence_factor = 0.3
		resistance_target = -0.03
	}
}
### Entity: Technology
Component: advanced_light_td
Constructs: has_war, enable_equipments, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_destroyer_equipment_3
	}
	research_cost = 0.5
	start_year = 1941
	ai_will_do = {
		base = 0
		modifier = {
			add = 130
			OR = {
				tag = SOV
			}
			has_war = yes
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 27
					}
				}
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: HOL_indonesian_cheap_labor
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_indonesian_cheap_labor = {
	picture = ARG_public_works_investment
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 1000
	}
}
### Entity: Event
Component: germany.1000
Constructs: ai_chance, has_government, owns_state, has_global_flag, clr_global_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.1000
	title = germany.1000.t
	desc = germany.1000.desc
	picture = GFX_report_event_german_reichstag_gathering
	hidden = yes
	trigger = {
		SOV = {
			has_government = communism
			owns_state = 217 195
		}
		OR = {
			has_global_flag = GER_cities_renamed ROM_king_is_silly
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = germany.1000.a
		ai_chance = {
			base = 100
		}
		reset_province_name = 3529 3151
		clr_global_flag = GER_cities_renamed ROM_king_is_silly
	}
}
### Entity: AI Strategy
Component: EAI_SOV_enough_infantry
Constructs: check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_enough_infantry = {
	allowed = {
		tag = SOV
	}
	enable = {
		EAI_MODE_normal = yes
		NOT = {
			check_variable = {
				deployed_army_manpower_k = < 3350
			}
		}
		OR = {
			check_variable = {
				num_equipment@support_equipment = < 250
			} {
				num_equipment@anti_air_equipment = < 250
			} {
				num_equipment@motorized_equipment = < 250
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				EAI_MODE_normal = yes
				NOT = {
					check_variable = {
						deployed_army_manpower_k = < 3000
					}
				}
				OR = {
					check_variable = {
						num_equipment@support_equipment = < 1000
					} {
						num_equipment@anti_air_equipment = < 1000
					} {
						num_equipment@motorized_equipment = < 1000
					}
				}
			}
		}
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -100
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_geothermic_banana_production_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_tech
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_geothermic_banana_production_r56
	text = ICE_geothermic_banana_production
	icon = GFX_goal_HON_bannans_empire
	prerequisite = {
		focus = ICE_discoveries
	} {
		focus = ICE_new_indu
	}
	x = 1
	y = 1
	relative_position_id = ICE_discoveries
	cost = 10
	available = {
		num_of_factories = > 10
		has_tech = construction5
		has_capitulated = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ICE_geothermic_banana_production
		if = {
			limit = {
				HON = {
					NOT = {
						is_subject_of = ROOT
					}
					has_completed_focus = HON_banana_empire
					has_government = fascism
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = small_decrease
			}
		}
	}
}
### Entity: Idea
Component: idea_sikh_inclusivity_policies
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_sikh_inclusivity_policies = {
	allowed = {
		original_tag = RAJ
	}
	picture = RAJ_sikh_inclusivity_policies
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: Idea
Component: bra_polaca_idea
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_polaca_idea = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		political_power_gain = 0.05
	}
}