Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: r56_bundeslaender_salzburg_outbreak
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_salzburg_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 4
	} {
		r56_bundeslaender_div_prov = 3675
	} {
		r56_bundeslaender_div_prov = 688
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_salzburg_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	152 = {
		r56_bundeslaender_create_unit = yes
	} {
		r56_bundeslaender_create_unit = yes
	}
}
### Entity: Decision
Component: BUL_the_balkan_federation_dream
Constructs: has_completed_focus, every_owned_state, add_equipment_to_stockpile, has_war, limit, random_country, political_power_gain, has_government
Source: game
File: common/decisions/BUL.txt

Code:
BUL_the_balkan_federation_dream = {
	BUL_develop_balkan_federation_project = {
		priority = 100
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_war_with = YUG
			}
		}
		days_remove = 120
		visible = {
			has_completed_focus = BUL_treaty_of_perpetual_friendship
			has_government = communism
			NOT = {
				has_war_with = YUG
			}
		}
		cancel_if_not_visible = yes
		cost = 15
		fire_only_once = yes
		complete_effect = {

		}
		modifier = {
			political_power_gain = -0.5
		}
		remove_effect = {
			add_political_power = 70
			set_country_flag = BUL_balkan_federation_project_ready_flag
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			country_event = bftb_bulgaria_balkan_federation.1
			YUG = {
				effect_tooltip = {
					add_popularity = {
						ideology = communism
						popularity = 0.1
					}
				}
				country_event = bftb_bulgaria_balkan_federation.2
			}
		}
	}
	BUL_balkan_federation_propaganda = {
		icon = GFX_decision_eng_propaganda_campaigns
		target_trigger = {
			FROM = {
				BUL_is_balkan_nation = yes
				OR = {
					NOT = {
						is_in_faction_with = ROOT
					} {
						has_government = communism
					}
				}
				NOT = {
					tag = ROOT
				}
				has_capitulated = no
			}
		}
		ai_will_do = {
			base = 0.01
			modifier = {
				factor = 10
				FROM = {
					communism = > 0.2
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 10
				FROM = {
					tag = YUG
				}
			} {
				factor = 10
				FROM = {
					tag = YUG
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 2
				FROM = {
					OR = {
						tag = GRE TUR
					}
				}
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				NOT = {
					has_country_flag = banned_communism_flag
				}
			}
		}
		visible = {
			FROM = {
				country_exists = FROM
				NOT = {
					has_idea = BUL_balkan_federation_project_propaganda
				}
				OR = {
					NOT = {
						is_in_faction_with = ROOT
					} {
						has_government = communism
					}
				}
				has_capitulated = no
			}
			OR = {
				AND = {
					FROM = {
						original_tag = YUG
					}
					has_completed_focus = BUL_treaty_of_perpetual_friendship
				} {
					FROM = {
						BUL_is_balkan_nation = yes
						NOT = {
	
# ... (truncated)
### Entity: Event
Component: hon.75
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_popularity, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.75
	title = hon.75.t
	desc = hon.75.desc
	picture = GFX_report_event_MON_diplomats_table_discussion
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = hon.75.a
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = SOV
			modifier = NOR_invested_in_our_country
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		312 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Construct: enemy_army_bonus_air_superiority_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_army_bonus_air_superiority_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: Order of Battle
Component: air_wing_613
Source: game
File: history/units/r56_CHI_1936_air_legacy.txt

Code:
air_wings = {
	613 = {
		fighter_equipment_0 = {
			owner = CHI
			amount = 50
			creator = USA
		}
		tac_bomber_equipment_0 = {
			owner = CHI
			amount = 15
		}
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3APOV/doc.html

Doc:
Example

```
{{POV}}
```

Will display this:

|
The neutrality of this article or section is disputed. Please see the discussion on the talk page. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:POV/doc&oldid=215"
### Entity: Idea
Component: GRE_red_militias_3
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_red_militias_3 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = smersh
	removal_cost = -1
	modifier = {
		communism_drift = 0.1
		political_power_factor = 0.05
		conscription = 0.03
		army_org_factor = 0.04
	}
}
### Entity: Decision
Component: war_measures
Constructs: fire_only_once, add_political_power, has_army_experience, has_air_experience, has_political_power, has_tech, remove_effect, set_country_flag
Source: game
File: common/decisions/r56_USA_decisions.txt

Code:
war_measures = {
	r56_USA_decision_the_jumping_general = {
		icon = generic_intelligence_operation
		cost = 50
		fire_only_once = yes
		days_remove = 7
		custom_cost_text = frederick_browning_decision_cost
		custom_cost_trigger = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_political_power = > 24
		}
		allowed = {
			original_tag = USA
		}
		available = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_tech = paratroopers
		}
		visible = {
			tag = USA
		}
		remove_effect = {
			set_country_flag = r56_james_gavin_set
			show_unit_leaders_tooltip = USA_james_gavin
		}
		complete_effect = {
			army_experience = -25
			air_experience = -25
			add_political_power = -25
		}
	}
}
### Entity: Character
Component: NZL_h_e_horan
Source: game
File: common/characters/NZL.txt

Code:
NZL_h_e_horan = {
	name = NZL_h_e_horan
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = NZL_h_e_horan
		allowed = {
			original_tag = NZL
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Technology
Component: improved_medium_spaa
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_aa_equipment_2
	}
	research_cost = 0.5
	start_year = 1941
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_tech = advanced_medium_spaa
				can_research = advanced_medium_spaa
				is_researching_technology = advanced_medium_tank
			}
		} {
			factor = 0
			tag = GER
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Event
Component: belgium.10
Constructs: is_triggered_only
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.10
	title = belgium.10.t
	desc = belgium.10.d
	picture = GFX_report_event_eng_mosley_march_on_downing_street
	is_triggered_only = yes
	option = {
		name = belgium.10.a
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_join_allies
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader, every_other_country, random_other_country, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_join_allies
	icon = GFX_goal_LUX_join_allies
	cost = 10
	x = -1
	y = 2
	relative_position_id = LUX_abandon_neutrality
	prerequisite = {
		focus = LUX_seek_protection LUX_begin_rearmament
	}
	mutually_exclusive = {
		focus = LUX_benelux_alliance
	}
	available = {
		any_country = {
			has_government = democratic
			is_faction_leader = yes
		}
		power_balance_value = {
			id = LUX_neutrality_balance
			value = < -0.1
		}
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					original_tag = ENG
					has_government = democratic
					is_faction_leader = yes
				}
			}
			every_other_country = {
				limit = {
					original_tag = ENG
					has_government = democratic
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
		else = {
			random_other_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_consolidate_kingdom
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, completion_reward, add_political_power, has_hide_rule, add_manpower
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_consolidate_kingdom
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = NOR_bjarmeland
	} {
		focus = NOR_claims_on_faroe_islands NOR_eirik_raudes_land NOR_iceland
	}
	x = -4
	y = 3
	relative_position_id = NOR_our_royal_claims
	cost = 10
	offset = {
		x = 4
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_the_chamberlains_overture
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 100
		add_manpower = 20000
		337 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		101 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		100 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		213 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		214 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		215 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		915 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		916 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		917 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_core_of = ROOT
			}
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = DEN
				NOT = {
					is_core_of = ROOT
				}
				is_on_continent = europe
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.3
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, has_country_leader, set_nationality, every_controlled_state
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.3
	title = wuw_GER_reichskommissariats.3.t
	desc = wuw_GER_reichskommissariats.3.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					NOR = {
						NOT = {
							has_country_leader = {
								ruling_only = yes
								character = NOR_vidkun_quisling
							}
						}
					}
				}
				NOR = {
					set_nationality = {
						target_country = RKG
						character = NOR_vidkun_quisling
					}
				}
			} {
				limit = {
					NOR = {
						NOT = {
							has_country_leader = {
								ruling_only = yes
								character = NOR_josef_terboven
							}
						}
					}
				}
				NOR = {
					set_nationality = {
						target_country = RKG
						character = NOR_josef_terboven
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.3.a
		trigger = {
			NOR = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = NOR_josef_terboven
					}
				}
			}
		}
		ai_chance = {
			base = 85
		}
		RKG = {
			NOR_josef_terboven = {
				promote_character = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					NOR = {
						NOT = {
							has_government = fascism
						}
					}
				}
				RKG = {
					set_nationality = {
						target_country = NOR
						character = NOR_vidkun_quisling
					}
				}
			}
		} {
			RKG = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.3.b
		trigger = {
			NOR = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = NOR_vidkun_quisling
					}
				}
			}
		}
		ai_chance = {
			base = 15
		}
		RKG = {
			NOR_vidkun_quisling = {
				promote_character = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKG = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_navy_infrastructure
Constructs: prerequisite, completion_reward, add_building_construction, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_navy_infrastructure
	icon = GFX_goal_continuous_naval_production
	prerequisite = {
		focus = HON_naval_doctrines
	}
	x = 51
	y = 5
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		312 = {
			add_building_construction = {
				type = naval_base
				level = 3
				province = 8017
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = naval_base
				level = 3
				province = 12865
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: best_of_the_best_naval_academy_spirit
Constructs: has_naval_academy, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
best_of_the_best_naval_academy_spirit = {
	ledger = navy
	available = {
		has_naval_academy = yes
	}
	modifier = {
		navy_leader_start_level = 2
		navy_intel_to_others = -5.0
		custom_modifier_tooltip = best_of_the_best_naval_academy_spirit_tt
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Character
Component: DOM_jose_miguel_moncada
Source: game
File: common/characters/DOM.txt

Code:
DOM_jose_miguel_moncada = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = DOM_jose_miguel_moncada
		ledger = air
		allowed = {
			original_tag = DOM
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = José Miguel Moncada
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Idea
Component: ARG_anti_soviet_idea
Constructs: war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_anti_soviet_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_anti_soviet
	modifier = {
		war_support_factor = 0.05
		communism_drift = -0.1
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Idea
Component: chrysler
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/usa.txt

Code:
chrysler = {
	allowed = {
		OR = {
			original_tag = USA
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				has_completed_focus = PHI_align_with_the_usa
				else = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: rop_director
Source: game
File: common/country_leader/r56_traits.txt

Code:
rop_director = {
	random = no
	sprite = 14
	production_speed_bunker_factor = 0.2
	dig_in_speed_factor = 0.05
}
### Entity: Shared Focus
Tree: pla_focus
Component: PLA_hispanic_cooperation
Constructs: shared_focus, prerequisite, add_war_support, add_stability, completion_reward
Source: game
File: common/national_focus/r56_platine_shared.txt

Code:
shared_focus = {
	id = PLA_hispanic_cooperation
	icon = GFX_goal_generic_national_unity
	cost = 10
	prerequisite = {
		focus = PLA_improve_local_infrastructure
	}
	relative_position_id = PLA_improve_local_infrastructure
	x = 0
	y = 2
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.05
	}
}
### Entity: Event
Component: ARG_political_events.76
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.76
	title = ARG_political_events.76.t
	desc = ARG_political_events.76.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.76.a
		ai_chance = {

		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_submarine_improvements
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, ss_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_submarine_improvements
	icon = GFX_goal_generic_navy_submarine
	relative_position_id = BEL_submarine_operations
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = BEL_submarine_operations
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
		if = {
			limit = {
				BEL = {
					controls_state = 6
				}
			}
			6 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Military Industrial Organization
Component: ENG_de_havilland_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_de_havilland_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_de_havilland
	allowed = {
		has_dlc = Arms Against Tyranny
		OR = {
			tag = ENG NOR
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ENG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ENG
				}
			}
		}
		if = {
			limit = {
				FROM = {
					tag = NOR
				}
			}
			FROM = {
				has_completed_focus = NOR_invite_transnational_manufacturers
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_cold_front
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_cold_front
	icon = GFX_focus_SOV_the_road_of_life
	prerequisite = {
		focus = FIN_extra_refresher_exercises
	}
	x = -2
	y = 1
	relative_position_id = FIN_extra_refresher_exercises
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro
		add_to_variable = {
			FIN_finnish_army_acclimatization_cold_climate_gain_factor = 0.1
			tooltip = acclimatization_cold_climate_gain_factor_tt
		} {
			FIN_finnish_army_cas_damage_reduction = 0.15
			tooltip = cas_damage_reduction_tt
		} {
			FIN_finnish_army_winter_attrition_factor = -0.15
			tooltip = winter_attrition_factor_tt
		}
		army_experience = 15
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_utilize_paramilitaries
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_popularity, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_utilize_paramilitaries
	icon = GFX_goal_AUS_heimwehr
	relative_position_id = AUS_destroy_the_compromise
	x = 5
	y = 2
	prerequisite = {
		focus = AUS_martial_law_hungary
	}
	mutually_exclusive = {
		focus = AUS_ban_paramilitary_organizations
	}
	cost = 5
	completion_reward = {
		add_stability = -0.05
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = 0.2
			tooltip_side = AUS_heimwehr_side
		}
	}
}
### Entity: Character
Component: duke_of_teschen_king_of_bohemia
Constructs: mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
duke_of_teschen_king_of_bohemia = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.15
	mobilization_speed = 0.1
	conscription = 0.01
}
### Entity: National Focus
Tree: usa_focus
Component: USA_womens_armed_service_integration_act
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_womens_armed_service_integration_act
	icon = GFX_focus_generic_treaty
	x = 0
	y = 3
	prerequisite = {
		focus = USA_army_of_the_united_states
	}
	relative_position_id = USA_selective_training_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_medium_support_trigger = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = USA_womens_armed_service_integration_act
	}
}