Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: BRA_america_do_sul_cat
Constructs: has_completed_focus, has_country_flag, fire_only_once, is_on_continent, is_core_of, is_fully_controlled_by, complete_effect, remove_effect
Source: game
File: common/decisions/BRA.txt

Code:
BRA_america_do_sul_cat = {
	BRA_integrate_state = {
		icon = GFX_decision_generic_operation
		allowed = {
			original_tag = BRA
		}
		available = {
			NOT = {
				has_country_flag = BRA_core_decision_active
			}
			has_completed_focus = BRA_unify_south_america
		}
		visible = {
			any_owned_state = {
				is_on_continent = south_america
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		state_target = yes
		target_trigger = {
			FROM = {
				is_fully_controlled_by = ROOT
				is_on_continent = south_america
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 20
		ai_will_do = {
			base = 50
			modifier = {
				factor = 10
				any_owned_state = {
					NOT = {
						is_core_of = ROOT
					}
					is_on_continent = south_america
				}
			}
		}
		fire_only_once = no
		days_remove = 30
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Character
Component: MZB_mt
Source: game
File: common/characters/MZB.txt

Code:
MZB_mt = {
	advisor = {
		slot = theorist
		idea_token = MZB_mt
		ledger = army
		allowed = {
			original_tag = MZB
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.62
Constructs: is_triggered_only, ai_chance, add_political_power, set_autonomy, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.62
	title = wuw_GER_realpolitik.62.t
	desc = wuw_GER_realpolitik.62.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.62.a
		ai_chance = {
			base = 95
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
		remove_from_faction = FROM
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	} {
		name = wuw_GER_realpolitik.62.b
		ai_chance = {
			base = 5
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_sako
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, add_tech_bonus, industrial_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_sako
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = SWE_refurbish_duved
	}
	relative_position_id = SWE_refurbish_duved
	x = -1
	y = 1
	cost = 5
	available = {
		141 = {
			controls_or_subject_of = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = aluminum_production_1
				}
			}
			set_technology = {
				aluminum_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = industrial_bonus
					ahead_reduction = 2
					bonus = 1
					uses = 1
					category = aluminium_tech
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = aluminum_mill
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALUMINIUM FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_rejuvenate_the_land_forces
Constructs: prerequisite, add_ideas, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_rejuvenate_the_land_forces
	prerequisite = {
		focus = POR_never_another_la_lys
	}
	mutually_exclusive = {
		focus = POR_renew_the_portuguese_armada POR_support_an_aerial_expansion
	}
	icon = GFX_focus_generic_mass_production
	x = 0
	y = 2
	relative_position_id = POR_never_another_la_lys
	cost = 10
	ai_will_do = {
		base = 99
	}
	available = {
		OR = {
			has_tech = improved_infantry_weapons artillery1
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				112
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				180
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = POR_rejuvenating_the_land_forces
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: JOR_orthodox_rallying_idea
Constructs: is_subject, removal_cost, fascism_drift
Source: game
File: common/ideas/jordan.txt

Code:
JOR_orthodox_rallying_idea = {
	allowed = {
		original_tag = JOR
	}
	allowed_civil_war = {
		is_subject = no
	}
	picture = SOV_new_old_church
	removal_cost = -1
	modifier = {
		fascism_drift = 0.03
		conscription = 0.01
	}
}
### Entity: Character
Component: TRA_coi
Source: game
File: common/characters/TRA.txt

Code:
TRA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = TRA_coi
		allowed = {
			original_tag = TRA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_thermojet_research
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_thermojet_research
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = ITA_increase_production ITA_keep_specialization
	}
	x = 1
	y = 1
	relative_position_id = ITA_increase_production
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 1
		}
		add_tech_bonus = {
			name = ITA_thermojet_research
			bonus = 1
			uses = 1
			category = air_equipment
		} {
			name = ITA_thermojet_research
			ahead_reduction = 1
			bonus = 1.0
			category = jet_technology rocketry
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_destroying_our_foes
Constructs: prerequisite, completion_reward, is_historical_focus_on, add_doctrine_cost_reduction, add_mastery_bonus, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_destroying_our_foes
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = GRE_the_hellenic_air_force
	}
	mutually_exclusive = {
		focus = GRE_protecting_our_skies
	}
	x = -2
	y = 1
	relative_position_id = GRE_the_hellenic_air_force
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = GRE_destroying_our_foes
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		add_mastery_bonus = {
			name = GRE_destroying_our_foes
			bonus = 0.1
			days = 240
			grand_doctrine = new_strategic_destruction
		}
		add_tech_bonus = {
			name = GRE_destroying_our_foes
			bonus = 1.0
			uses = 1
			category = cat_strategic_bomber tactical_bomber
		}
	}
}
### Entity: AI Strategy
Component: CHL_does_the_SCW_fascism_LAR
Constructs: has_completed_focus, has_government, has_dlc, has_civil_war, has_global_flag, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_CHL.txt

Code:
CHL_does_the_SCW_fascism_LAR = {
	allowed = {
		original_tag = CHL
	}
	enable = {
		has_dlc = La Resistance
		date = < 1939.2.1
		CHL = {
			has_completed_focus = CHL_spanish_civil_war_involvement
		} {
			has_government = fascism
		}
		country_exists = SPR
		SPA = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPA = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPA
		value = 100
	} {
		type = support
		id = SPA
		value = 100
	} {
		type = send_volunteers_desire
		id = SPA
		value = 100
	}
}
### Entity: Country History
Country: UAE
Component: UAE_technology
Constructs: set_technology
Source: game
File: history/countries/UAE - United Arab Emirates.txt

Code:
# Starting Technologies for UAE
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: reactionary_media_baron
Constructs: war_support_factor, democratic_drift, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
reactionary_media_baron = {
	sprite = 13
	random = no
	democratic_drift = -0.02
	communism_drift = -0.02
	war_support_factor = 0.1
}
### Entity: Modifier Reference
Component: idea_RAJ_war_taxes
Constructs: stability_factor, has_war, war_support_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_war_taxes = {
	icon = GFX_idea_RAJ_taxes
	production_speed_arms_factory_factor = RAJ_war_taxes_mil
	war_support_factor = RAJ_war_taxes_war_support
	stability_factor = RAJ_war_taxes_stability
	remove_trigger = {
		ROOT = {
			has_war = no
		}
	}
}
### Entity: Character
Component: NOR_fascist_minister_of_supplies
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_fascist_minister_of_supplies = {
	sprite = 13
	random = no
	winter_attrition_factor = -0.1
	supply_node_range = 0.15
	supply_combat_penalties_on_core_factor = -0.1
	trade_laws_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 162
Constructs: add_core_of
Source: game
File: history/states/162-Tuscany.txt

Code:
state = {
	id = 162
	name = STATE_162
	manpower = 3084933
	state_category = large_city
	history = {
		owner = ITA
		victory_points = {
			9907 3
		} {
			6973 1
		} {
			11833 1
		} {
			6946 1
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 1
			dockyard = 3
			air_base = 2
			6973 = {
				naval_base = 10
			}
			11833 = {
				naval_base = 4
			}
		}
		add_core_of = ITA TOS
		1939.1.1 = {
			buildings = {
				arms_factory = 2
				industrial_complex = 2
			}
		}
	}
	provinces = {
		910 1616 3885 6875 6946 6973 9750 9879 9907 11833 11889
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_elte_tank_forces
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_elte_tank_forces
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = IRQ_improve_army_logistics
	}
	relative_position_id = IRQ_improve_army_logistics
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_elte_tank_forces
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ENG_prepare_gibraltar
Constructs: build_building
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_prepare_gibraltar = {
	enable = {
		date = > 1941.1.1
		118 = {
			naval_base = < 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_base
		target = 4135
		value = 100
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_hear_the_thunder
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mastery
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_hear_the_thunder
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = AST_the_gathering_storm
	}
	relative_position_id = AST_the_gathering_storm
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = AST_hear_the_thunder
				bonus = 0.5
				uses = 2
				category = heavy_air
			}
		}
		else_if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = AST_hear_the_thunder
				bonus = 0.5
				uses = 2
				category = heavy_air
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_mastery = {
			amount = 100
			folder = air
			track = heavy_aircraft
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_dabbling_in_the_drug_trade
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_dabbling_in_the_drug_trade = {
	picture = prc_permit_opium_trade
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.1
		consumer_goods_factor = -0.2
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Modding Documentation
Construct: PlayBackground
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## BattleSound.PlayBackground
* Type: Boolean
* Not available in release build
### Entity: Order of Battle
Component: 45th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 45th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_completed_focus
Source: game
File: common/scripted_localisation/GOE_IRQ_scripted_loc.txt

Code:
defined_text = {
	name = IRQ_assassination_of_sidqi_desc_key
	text = {
		trigger = {
			NOT = {
				has_completed_focus = IRQ_bakr_sidqi_coup
			}
		}
		localization_key = IRQ_assassination_of_sidqi_desc_not_leader
	} {
		trigger = {
			has_completed_focus = IRQ_bakr_sidqi_coup
		}
		localization_key = IRQ_assassination_of_sidqi_desc_leader
	}
}
### Entity: AI Strategy
Component: r56_SWE_naval_invade_denmark
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_naval_invade_denmark = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war_with = DEN
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_war_with = DEN
			}
			OR = {
				has_war_with = FIN NOR
			}
		}
	}
	ai_strategy = {
		type = invade
		id = DEN
		value = 125
	} {
		type = naval_invasion_focus
		value = 200
	} {
		type = naval_avoid_region
		id = 46
		value = 100
	} {
		type = naval_avoid_region
		id = 174
		value = 100
	} {
		type = naval_invasion_focus
		value = 100
	}
}
### Entity: State History
Component: 269
Constructs: add_core_of
Source: game
File: history/states/269-British Somaliland.txt

Code:
state = {
	id = 269
	name = STATE_269
	manpower = 344700
	state_category = enclave
	history = {
		victory_points = {
			10833 1
		} {
			5068 1
		}
		owner = ENG
		add_core_of = SOM
		buildings = {
			infrastructure = 2
			10833 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1905 5068 8094 10777 10833 10921 12759 12814
	}
	local_supplies = 0.0
}
### Entity: Character
Component: TAN_salchak_toka
Source: game
File: common/characters/TAN.txt

Code:
TAN_salchak_toka = {
	name = Salchak Toka
	portraits = {
		civilian = {
			large = GFX_portrait_Salchak_Toka
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Component: wuw_HUN_restrict_voting_rights
Constructs: prerequisite, has_government, completion_reward, add_political_power, cancel_if_invalid, add_popularity, add_timed_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_restrict_voting_rights
	icon = GFX_focus_usa_voter_registration_act
	prerequisite = {
		focus = wuw_HUN_pass_statute_xix
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_pass_statute_xix
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = HUN_restricted_voting_rights
			days = 360
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_integrate_the_economy
Constructs: prerequisite, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_integrate_the_economy
	icon = GFX_goal_generic_strenght_through_industry
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_the_confederation_proposal
	}
	relative_position_id = AFG_the_confederation_proposal
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: EAI_print_military_focuses
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_print_military_focuses = {
	log = ============================================================================== [GetDate] | AI | [This.GetName] | MILITARY FOCUSES:   >>>>>> Land: >>> EAI_FOCUS/LAND/land_doctrine = [EAI_GetLandDoctrine] >>> EAI_FOCUS/LAND/land_doctrine_path = [EAI_GetDoctrinePath] >>> EAI_FOCUS/LAND/infantry_width = [EAI_GetInfantryWidth] >>> EAI_FOCUS/LAND/infantry_design = [EAI_GetInfantryDesign] >>> EAI_FOCUS/LAND/armor_focus = [EAI_GetArmorFocus] >>> EAI_FOCUS/LAND/armor_design = [EAI_GetArmorDesign] >>> EAI_FOCUS/LAND/armor_width = [EAI_GetArmorWidth] >>> EAI_FOCUS/LAND/attachment = [EAI_GetArmorAttachment] >>> EAI_FOCUS/LAND/antitank_design = [?EAI_FOCUS/LAND/antitank_design] >>> EAI_FOCUS/LAND/motorized_design = [?EAI_FOCUS/LAND/motorized_design] >>> EAI_FOCUS/LAND/spec_ops = [EAI_GetSpecOps]   >>>>>> Air: >>> EAI_FOCUS/AIR/air_doctrine = [EAI_GetAirDoctrine] >>> EAI_FOCUS/AIR/ground_bomber = [EAI_GetBomberFocus] >>> EAI_FOCUS/AIR/fighter = [EAI_GetFighterFocus] >>> EAI_FOCUS/AIR/heavy_fighter = [EAI_GetHFighterFocus] >>> EAI_FOCUS/AIR/strategic_bomber = [EAI_GetStratBomberFocus] >>> EAI_FOCUS/AIR/naval_bomber = [EAI_GetNavalBomberFocus] >>> EAI_FOCUS/AIR/maritime_patrol = [EAI_GetMaritimePatrolFocus]   >>>>>> Navy: >>> EAI_FOCUS/NAVY/naval_doctrine = [EAI_GetNavalDoctrine] >>> EAI_FOCUS/NAVY/destroyer = [EAI_GetDDFocus] >>> EAI_FOCUS/NAVY/ASW_destroyer = [EAI_GetASWDDFocus] >>> EAI_FOCUS/NAVY/light_cruiser = [EAI_GetCLFocus] >>> EAI_FOCUS/NAVY/ASW_light_cruiser = [EAI_GetASWCLFocus] >>> EAI_FOCUS/NAVY/heavy_cruiser = [EAI_GetCAFocus] >>> EAI_FOCUS/NAVY/battlecruiser = [EAI_GetBCFocus] >>> EAI_FOCUS/NAVY/battleship = [EAI_GetBBFocus] >>> EAI_FOCUS/NAVY/carrier = [EAI_GetCVFocus] >>> EAI_FOCUS/NAVY/submarine = [EAI_GetSSFocus] >>> EAI_FOCUS/NAVY/mine_layer = [?EAI_FOCUS/NAVY/mine_layer] >>> EAI_FOCUS/NAVY/mine_sweeper = [?EAI_FOCUS/NAVY/mine_sweeper] ==============================================================================
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_build_trainer_aircrafts
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, fighter_bonus, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_build_trainer_aircrafts
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = UKR_look_to_the_skies
	}
	relative_position_id = UKR_look_to_the_skies
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 5
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 1
			category = light_air
		}
		random_owned_controlled_state = {
			prioritize = {
				202
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PRC_five_year_plan
Constructs: production_speed_buildings_factor, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_five_year_plan = {
	picture = SOV_fourth_five_year_plan
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
		cic_construction_boost = 0.025
	}
}
### Entity: Idea
Component: POR_diplomatic_pragmatism
Constructs: has_government, removal_cost, guarantee_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_diplomatic_pragmatism = {
	picture = YUG_federal_defense_council
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		improve_relations_maintain_cost_factor = -0.5
		embargo_cost_factor = -0.5
		guarantee_cost = -0.5
		democratic_acceptance = 40
		neutrality_acceptance = 25
	}
}
### Entity: Decision
Component: PAL_fatwas
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_fatwas = {
	icon = generic_propaganda
	priority = 10
	visible_when_empty = yes
	picture = GFX_decision_cat_picture_macedonian_organizations
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_completed_focus = PAL_public_fatwas
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_boarding_the_train
Constructs: prerequisite, limit, add_ideas, completion_reward, has_civil_war, has_country_leader, has_variable, is_ai
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_boarding_the_train
	icon = GFX_focus_ETH_boarding_the_train
	prerequisite = {
		focus = ETH_rally_around_the_emperor
	}
	mutually_exclusive = {
		focus = ETH_the_emperor_stays
	}
	x = 3
	y = 1
	relative_position_id = ETH_rally_around_the_emperor
	cost = 5
	available = {
		surrender_progress = > 0.1
		has_civil_war = no
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		custom_trigger_tooltip = {
			tooltip = ETH_has_host_nation_tt
			has_variable = ETH.host_nation
		}
		hidden_trigger = {
			IF = {
				limit = {
					is_ai = yes
				}
				is_tutorial = no
			}
		}
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			surrender_progress = > 0.35
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_decentralization_small_effect = yes
		custom_effect_tooltip = ETH_boarding_the_train_tt
		ETH = {
			add_country_leader_trait = imperator_absentis
		}
		set_country_flag = ETH_selassie_left_flag
		add_ideas = ETH_prince_regent_idea
	}
}